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Journal of Psychology and Cognition | Volume 4

May 13-14, 2019 | Prague, Czech Republic

Addiction Research and Therapy

2

nd

International Conference on

J Psychol Cognition, Volume 4

Identifying and treating Gambling Disorders in an immersive virtual world city

Dion Croom

Habet Addiction Healthcare Ltd, UK

G

ambling Disorder (GD) is the term used to describe

an addiction to gambling that may be harmful to the

gambler, family and friends, society, or both. With the

phenomenal rise in internet usage over the past 20 years, and

the resulting ease of access to gambling activity, GD is now

recognised as a significant problem in modern society which

is demanding the attention of Governments worldwide and

in particular healthcare professionals, industry operators

and regulators. One of the main problems of treating GD

is helping the sufferer to recognise they have an issue

and seek assistance for what many regards as a shameful,

embarrassing compulsion1. They may be reluctant to admit

the scale of their condition and avoid accessing traditional

healthcare routes in an attempt to hide the problem until

it is no longer containable, by which time there are often

devastating financial, emotional and social consequences.

HABET Addiction Healthcare seeks to explore the benefits

and the capabilities of various emerging state-of-the-art

interactive 3D and virtual world technologies and investigates

how these technologies can be developed to create a more

effective technology-supported addiction therapy and

treatment solution for GD. As an immersive internet support

system, Habet seeks to address the patient’s addictive state

and situation through the use of avatar-based, audio and

physiology-based analysis in this environment while also

offer access to localized health and support services. HABET’s

innovative virtual reality exposure therapy system is adaptive

andcustomizabletothedemandsoftheinvivoexperienceand

therapeutic progress. HABET follows a gamification approach

where rewards and achievements are utilized to motivate the

patient to progress in his/her treatment. The HABET research

project will outline how HABET could be part of classical

cognitive behavioural treatment and how to validate the

integration of such an immersive treatment environment.

Speaker Biography

Dion Croom is acknowledged as a social entrepreneur and virtual world

pioneer in avatar digital media and avatar brand marketing and its

use in translating virtual world branding into real world success within

society at large. Bridging the digital divide through the use of immersive

technology. Games-based intervention strategies, emergent in-action/on-

action models, industry companies, commercial products, and patented

communication method and apparatus have evolved from his research.

Targeted is societal impact and benefit in respect of future demographics

and service industries through applied ICT and optimized motivation of

use through inclusive intervention strategies. He originates from Brooklyn,

New York and has been instrumental as part of the initial community

ICT strategy in the late 1990’s into disadvantage community adoption

of ICT and is now the current Managing Director of Habet Addiction

Healthcare an Immersive Internet intervention virtual city initiative.

e:

dcroom@habetonline.com