Cravings and Addictions

Author(s):  
Jay Schulkin

The allure of afflictions and appetites gone awry are endless in the modern era. They range from the endless junk food we eat, to the computer games that lock our children to distraction, compulsion, and fixation on a screen. A sense of compulsion pervades addiction. For both appetite and addiction, incentives are mediated by diverse information molecules, which include CRF and dopamine. Chapter 8 explains how CRF is tied both to the ingestion of diverse drugs and to withdrawal. This process, however, is little understood. Indeed, one of the most important discoveries in the addiction research field was that for all addictive drugs that have been tested, this dual phenomenon on ingestion and withdrawal has been expressed; this included cocaine, heroin, alcohol, and cannabis, for example. The brain is active in all stages of addiction (preoccupation/anticipation, binge/intoxication, withdrawal/negative affect, and psychic pain), and is differentially regulated.

Author(s):  
Giuseppe Curcio ◽  
Sara Peracchia

In the last years, it is ever more frequent to read popular press stories about the effects of video and/or computer games on the brain and on the behavior. In some cases, we can read something claiming that video games “damage the brain,” while in others these activities can “boost brain power,” and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.


Author(s):  
Giuseppe Curcio ◽  
Sara Peracchia

In the last years, it is ever more frequent to read on popular press stories about the effects of video and/or computer games on the brain and on the behaviour. In some cases we can read something claiming that video games “damage the brain”, while in other that these activities can “boost brain power”, and such conflicting proclamation create confusion about the real or potential effects of this activity on human beings. Thus, it is very interesting to deeply understand the effect that exposure to video games (VGs) can have on cognitive processes, with particular attention to decision making. Only a few studies have been carried out on this issue: the main aim of this contribution is to clarify these aspects, critically reviewing the existing scientific literature. Particular attention has been dedicated to normal and pathological players, different types of VGs, and moral aspects of decision making vulnerable to VGs. It has been concluded that research in this area is still in its early days, and this short review aims at discussing several issues and challenges that should be addressed to forward this research field.


KIRYOKU ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 283-300
Author(s):  
Sri Sudarsih

The purpose of this study is to explore traditional moral values in Japanese society that are able to survive and be implemented in everyday life in the modern era. In addition, it is able to shape the distinctive character of the Japanese, including the role of women who contribute to maintaining traditional moral values. This research is a qualitative research field of philosophy with the object of formal values and the material object is the development of women's position in Japanese society. The results achieved in the study: Japanese women played an important role in the history of the struggle until Japan achieved prosperity and glory until now. This is based on the reason that Japanese women are able to maintain and preserve traditional moral values that still exist through early education in the family environment. These values can shape the character of children from an early age in the family. A family with character brings logical consequences to the life of a community with character so that it affects the culture as a whole.


2021 ◽  
Author(s):  
Chin-En Yen

BACKGROUND Computer games can increase children’s interest in learning, and then improve their nutritional knowledge, and their dietary intake behavior. OBJECTIVE The purpose of this study was to evaluate the short-term effectiveness of computer games on preschool children's nutrition knowledge and junk food intake behavior. This study was a cross-sectional study. METHODS We recruited 104 preschool children age 5-6 years from preschools and randomly assign to experiment group (n=56) and control group (n=48). The researchers used Construct 2 to design and produce the "Healthy Rat King" computer game as a nutrition education tool for children. The computer game courses intervention was one hour per week for four consecutive weeks in experiment group, and the control group did not received computer game intervention. RESULTS The results showed that the nutrition knowledge score of children in experiment group were significant higher than the control group after four weeks of computer game course intervention, and the frequency of chocolate, candies, and ice cream intake was significantly reduced in experiment group after four weeks of computer game intervention. CONCLUSIONS computer game teaching suggested that improved children’s nutrition knowledge and decreased the frequency of junk food intake.


2021 ◽  
Vol 9 (8) ◽  
pp. 1768-1772
Author(s):  
Najiya A M ◽  
Surej Subash ◽  
Shyam Vinayan

Arshas is one among many diseases which are most unkind towards mankind. The incidence of Arshas increases with advancing age and at least 50% of people over the age of 50 years have some degree of hemorrhoidal symp- toms. Hemorrhoids are the dilated veins in the anal canal in the subepithelial region formed by radicals of the su- perior, middle, and inferior rectal vein[1]. In this modern era the improper diet habits, junk food intake, inhibition of natural urges and mental strain makes one susceptible to this disease. Acharya Sushrutha while detailing the treatment principles of Arshas has categorized it as Bheshajasadhya, Kshara Karma Sadhya, Agnikarmasadhya and shastra karma sadhya[2]. Surgical treatments though commonly being practised are very painful and hence will put the patients into more agony. Despite putting the patient into such a state there are high chances of recur- rence of the condition. Hence there is a need for very effective as well as less/non-agonizing treatment for Arshas. Vansurana Ghrta is an unexplored formulation that is mentioned in ChikitsaManjari[3]. The main ingredient Vanasurana is considered as Agryoushada for Arshas in Kaiyyadevanighandu. Keywords: Arshas, Vanasurana ghrta


Author(s):  
Henry Marsh ◽  
Eleni Marts

The history of neurosurgery falls naturally into the premodern era, where it is essentially the history of surgery to the skull and of head injuries, and the modern era, where it is the history of surgery to the brain itself, made possible by cerebral localization theory, antisepsis, and anaesthesia, all of which developed in the nineteenth century. The first known neurosurgical procedures were skull trephines, seemingly carried out on both the living and the dead. It is unclear whether these were performed for therapeutic or ritualistic reasons. There are many trepanned skulls dating back thousands of years to the Neolithic era, and perhaps to even earlier, from sites all over the world.


2020 ◽  
Vol 100 (1) ◽  
pp. 357-405 ◽  
Author(s):  
Martin Hadamitzky ◽  
Laura Lückemann ◽  
Gustavo Pacheco-López ◽  
Manfred Schedlowski

The phenomenon of behaviorally conditioned immunological and neuroendocrine functions has been investigated for the past 100 yr. The observation that associative learning processes can modify peripheral immune functions was first reported and investigated by Ivan Petrovic Pavlov and his co-workers. Their work later fell into oblivion, also because so little was known about the immune system’s function and even less about the underlying mechanisms of how learning, a central nervous system activity, could affect peripheral immune responses. With the employment of a taste-avoidance paradigm in rats, this phenomenon was rediscovered 45 yr ago as one of the most fascinating examples of the reciprocal functional interaction between behavior, the brain, and peripheral immune functions, and it established psychoneuroimmunology as a new research field. Relying on growing knowledge about efferent and afferent communication pathways between the brain, neuroendocrine system, primary and secondary immune organs, and immunocompetent cells, experimental animal studies demonstrate that cellular and humoral immune and neuroendocrine functions can be modulated via associative learning protocols. These (from the classical perspective) learned immune responses are clinically relevant, since they affect the development and progression of immune-related diseases and, more importantly, are also inducible in humans. The increased knowledge about the neuropsychological machinery steering learning and memory processes together with recent insight into the mechanisms mediating placebo responses provide fascinating perspectives to exploit these learned immune and neuroendocrine responses as supportive therapies, the aim being to reduce the amount of medication required, diminishing unwanted drug side effects while maximizing the therapeutic effect for the patient’s benefit.


2017 ◽  
Vol 1 ◽  
pp. 247054701769814 ◽  
Author(s):  
Laura E. Kwako ◽  
George F. Koob

Addiction has been conceptualized as a three-stage cycle— binge/intoxication, withdrawal/negative affect, and preoccupation/anticipation—that worsens over time and involves allostatic changes in hedonic function via changes in the brain reward and stress systems. Using the withdrawal/negative affect stage and negative reinforcement as an important source of motivation for compulsive drug seeking, we outline the neurobiology of the stress component of the withdrawal/negative affect stage and relate it to a derivative of the Research Domain Criteria research construct for the study of psychiatric disease, known as the Addictions Neuroclinical Assessment. Using the Addictions Neuroclinical Assessment, we outline five subdomains of negative emotional states that can be operationally measured in human laboratory settings and paralleled by animal models. We hypothesize that a focus on negative emotionality and stress is closely related to the acute neurobiological alterations that are experienced in addiction and may serve as a bridge to a reformulation of the addiction nosology to better capture individual differences in patients for whom the withdrawal/negative affect stage drives compulsive drug taking.


Author(s):  
Δήμητρα-Μαρία Τόμπρου ◽  
Ελένη Ντόλκα ◽  
Μαριέττα Παπαδάτου-Παστού

The modern era of brain imaging has enabled the direct investigation of the neurobiological substrate of intelligence thus contributing significantly to our understanding of individual differences in cognitive functions. This is a review of recent findings on the anatomical and functional underpinnings of intelligence. Specifically, the anatomical features of the brain that are associated with intelligence are brain volume, cortical thickness, white matter microstructure, and corpus callosum thickness. The functional characteristics associated with intelligence are the degree of activation of the prefrontal cortex and other areas of the parieto-frontal network, nerve conduction velocity, rate of glucose metabolism, and direction of cerebral laterality. Two recent neurobiological theories of intelligence, namely the neural efficiency hypothesis and the parieto-frontal integration theory (P-FIT), are also presented.


2014 ◽  
Vol 9 (2) ◽  
Author(s):  
Devian Ricko Hutama ◽  
R. Gunawan Santosa ◽  
Junius Karel

In this modern era, computer provides more than mere a computing machine. Game is one of the advancements made, and maze is among the popular computer games. While maze is having a simple goal to exit, creating the maze itself is a challenging matter: creating a single winding and confusing path which connects one entry and one exit. This research implements the Prim Algorithm as a maze generator. User will required to enter certain size of the maze, and the system will automatically create the grids, randoming the entry and exit, and providing the necessary weight data for the grid. The Prim Algorithm will then process the weight data, rendering a maze path. This will provide a variation of maze for each game play. Results of the research shown that maze complexity is not affected by the randoming algorithm used to distribute the grid weights, but dependent to the maze size. Another result is that the number of  path walls deconstructed in an already- formed maze in order to make the correct path is carried on a certain pattern (N x N) - 1, dependent to the size of the maze (N x N).


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