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The association
between emotion
regulation indices
and sensitivity to
experimentally
induced craving
state
Jose López-Guerrero / Juan F. Navas /
Francisco J. Rivero / Ismael Muela /
José C. Perales
COI statement
Grant PID2020-116535GB-I00.
JLG's work is supported by and individual
research grant (PRE2021-100665) funded by
MICIU/AEI/10.13039/501100011033 and by
“ESF+”.
All authors involved in the current study do not currently receive, nor have they received,
funding from any private company with direct or indirect interests in the activities discussed
here. José López-Guerrero previously worked for a harm-reduction non-profit organization
(Energy Control). All research conducted by the authors at present is funded by the Spanish
Government.
Background
•Compulsivity in behavioral
addictions.
•Craving plays a key role in
gambling and gaming
disorders.
The affective nature of craving
Internal and
situational
triggers
Craving Problematic
behavior
Pre-appraisal (incidental) regulation: Associative processes (e.g.
context-dependent extinction, generalization by similarity) that take
place before being fully aware of the emotion
Post-appraisal (intentional) regulation: Strategic processes (e.g.
reappraisal, suppression, refocusing, non-judgmental acceptance) that
take place after the emotion has become conscious and are used to deal
with it
Rationale and
research
question
Previous research has assessed craving
mainly by retrospective self-report of
craving episodes.
Are there differences in the
manifestation of an experimentally
induced state of compulsivity in two
populations (gamblers and video game
players) at sub-clinical risk?
Induction of a craving state using an
audio-guided procedure inspired by
Cornil et al. (2019), in order to assess
its sensitivity to emotion regulation
traits and processes.
Methods
•Pre-registered study.
•Power analysis.
•Recruitment.
•Inclusion criteria: Monthly or more frequent gambling
during the last year, no diagnosed mental disorders,
over 18 years, Spanish proficiency, severity (checked via
GD9/IGD9 DSM-based scales) in the 1-3 range for
gambling, and the 1-4 range for gaming.
Methods
Instruments administred via Limesurvey
1. GRACC
-6-Pre
9.
ERQ
2.
VAS-Pre
10. Psi
-Q
3.
Sociodemographic data
11.
Gambling/gaming motives
4.
Gambling/gaming frequency
12.
Preferred modality
5.
TECVASP
13.
Audio
6. PANAS
14. GRACC
-6-Post
7.
S-UPPS-P
15.
VAS-Post
8. GRACC
-18
16.
Perceived reasons for the increase
Methods
•VAS-Pre
•Impulsivity
•ERQ
Personalized audio
•VAS-Post
•Perceived reasons
for the increase:
fun, coping and
automatic
Results.
Demographics
Gamblers Video-
game
players
N51 69
Age 23.6 24.3
% Female 54.9 46.4
Results.
Manipulation check
p < .001; η2= 0.423
Results.
Hypothesis 1
H1: The induction of craving will
be more effective in gamblers
than in video game players.
Results.
Hypothesis 2
•H2: There are factors that
modulate the intensity of
craving.
Sensitivity = VAS post –VAS pre
p = 0.019; η2 = 0.045
Results.
Hypothesis 2
Results.
Hypothesis 2
Discussion
•The procedure works!
•Higher levels of pre-induction perceived
craving in gamers. However, no differences
between groups in the efficacy of induction.
•The role of Positive Urgency.
•As expected, no role of intentional emotion
regulation.
Many thanks for your attention