Brain Training for Substance Use Disorders
Brain Training for Substance Use Disorders
Participants play games designed to train visual attention towards natural, non-drug-related scenarios. A biofeedback loop between gameplay and an electroencephalogram (EEG) system monitors game performance and guides game difficulty.
The main purpose of this project is to gather pilot data on neurofeedback games that use electroencephalogram (EEG)-based Attention Bias Modification (ABM) to reduce cue-induced drug craving processes in individuals with Opioid Use Disorder (OUD). The project will involve the use of three empirically-supported and potentially therapeutic games that include drug- (such as pill bottle and syringe) and non-drug-related stimuli (such as food and smiling faces). An EEG system will be used to monitor brain activity during gameplay.
The neurofeedback loop for attention training will be synchronized to cue presentations using EEGs which monitor visual Event-Related Potentials (ERP) signatures of attention. The degree of difficulty (i.e., cue content) on subsequent trials of the game will be determined based on the level of attention measured in the neurofeedback loop.
Inclusion Criteria:
OUD patient participants:
Control participants:
Exclusion Criteria:
OUD patient participants:
Control participants:
burwell@umn.edu612-790-9304
scott@neurotype.io651-421-1696
Minneapolis, Minnesota 55454, United States
burwell@umn.edu612-790-9304
anke0022@umn.edu612-273-9819