Substance Use Disorders in Health Care Professionals

2010 ◽  
pp. 1375-1398 ◽  
Author(s):  
George A. Kenna ◽  
Jeffrey N. Baldwin ◽  
Alison M. Trinkoff ◽  
David C. Lewis
2021 ◽  
Vol Publish Ahead of Print ◽  
Author(s):  
Dalia A.M. Mahmoud, ◽  
Mona M. El Shiekh, ◽  
Amira R. Kirolos, ◽  
Yomna A. El Hawary

2020 ◽  
Vol 32 (S1) ◽  
pp. 109-109

The United Nations 20171 report on World Population Aging predicts that the number of persons over age 60 years will reach nearly 2.1 billion by the year 2050, representing 22% of the overall population. Despite this predicted demographic surge there is a vast lack of awareness of substance use disorders (SUDs) in older adults, a phenomenon that has been called “an invisible epidemic” by the Royal College of Psychiatrists2. Older adults, principally baby boomers, face the highest risk for SUDs3, but often go underrecognized, undertreated and underrepresented in clinical trials.Vaccarino et al in 20184 has put out a Call to Action to better serve the unmet needs of this population. There is an urgent need for raising awareness and improving education regarding SUDs, especially among older adults. There is also a great need for better training of health care professionals to improve their skills, knowledge, and attitudes towards treating SUDs in older adults. Policy and decision makers regarding health care delivery systems need to be better informed to make wiser decisions in order to improve access and availability of age-specific SUD treatments in older adults. To this end, The Canadian Coalition for Seniors’ Mental Health (CCSMH)5, with a grant from the Substance Use and Addictions Program (SUAP) of Health Canada, has recently created and published an introductory paper 6 and a set of four guidelines on the prevention, assessment, and treatment of alcohol7, benzodiazepine8, cannabis9, and opioid10 use disorders among older adults.This is Part 2 of a two-part presentation of CCSMH’s SUD guidelines highlighting the alcohol and cannabis use disorders in older adults; the second presentation will highlight benzodiazepines and opioid use disorder in older adults.


10.2196/15871 ◽  
2019 ◽  
Vol 7 (10) ◽  
pp. e15871 ◽  
Author(s):  
Melvyn Zhang ◽  
Sandor Heng ◽  
Guo Song ◽  
Daniel SS Fung ◽  
Helen E Smith

Background Advances in experimental psychology have highlighted the need to modify underlying automatic cognitive biases, such as attentional biases. The effectiveness of bias modification has been well studied for substance use disorders. With recent advances in technology, it is now possible to work outside the laboratory with Web-based and mobile-based attention bias interventions. Gamification technologies might also help diminish the repetitiveness of the task and increase the intrinsic motivation to train. The inconsistent findings of the impact of gaming on the effectiveness of mobile interventions call for further work to better understand the needs of patients (users) and health care professionals. Objective The aim of this study was to involve patients, together with health care professionals, in the design of a gamified mobile attention bias modification intervention for substance use disorders. Methods The participatory design research method adopted is that of a user-oriented design approach in the form of a future workshop. In the first phase of the workshop, participants shared their critique of an attention bias modification intervention. In the second phase of the workshop, participants were asked to brainstorm features. Participants were also shown gamification approaches and asked to consider if gaming elements could enhance the existing app. In the last phase, participants were asked to sketch a new prototype. Results Three co-design workshops were conducted with health care professionals, inpatients, and outpatients. There were 20 participants, consisting of 10 health care professionals and 10 patients. When asked to identify the limitations in the existing app, common issues identified were those of the design, visual probe task, and the included images. Outpatients were also concerned with the safety of administration of the intervention. In the brainstorming sessions, health care professionals made recommendations as to how the stimulus, the mechanism of responding, and the presentation of the scores could be enhanced. Inpatient participants recommended the addition of functionalities, such as information on the harms associated with the substance use, and for there to be enhancements in the design, images, and task. Outpatient participants perceived a need to improve the images and presentation of the results and recommended the inclusion of gaming features. There were differences in opinion on the inclusion of gaming features, as only health care professionals endorsed their inclusion. In the last phase of the workshop, participants were tasked with the conceptualization of prototypes, and the commonality in the design was for a gradual shortening of the interval for stimulus/image presentation. Conclusions The results from this research will guide the development of an app that meets the specific needs of patients and is still based on a pre-existing validated task paradigm.  


2009 ◽  
Vol 5 (1) ◽  
pp. 2-13 ◽  
Author(s):  
Lisa C. Dierker ◽  
Eve M. Sledjeski ◽  
Stephanie Marshall ◽  
Sarah Johnson

Author(s):  
Linda C. Fentiman

This chapter examines the use of drugs—both legal and illegal–by pregnant women, noting increased medical and legal supervision of pregnancy and women’s substance use and abuse. Many states require health care professionals to report pregnant women who admit to, or are suspected of, using alcohol or other drugs. The result can be involuntary detention commitment for “treatment.” Women have been prosecuted for homicide after they suffer a stillbirth despite weak evidence that the stillbirth was caused by drug use. Prosecution of these women is counterproductive, because it drives pregnant drug users underground, away from both prenatal care and drug treatment.


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