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Dive into the research topics where Frank D. Buono is active.

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Featured researches published by Frank D. Buono.


Journal of Substance Abuse Treatment | 2016

Cognitive Behavioral Therapy Improves Treatment Outcomes for Prescription Opioid Users in Primary Care Buprenorphine Treatment.

Brent A. Moore; David A. Fiellin; Christopher J. Cutter; Frank D. Buono; Declan T. Barry; Lynn E. Fiellin; Patrick G. O'Connor; Richard S. Schottenfeld

To determine whether treatment outcomes differed for prescription opioid and heroin use disorder patients, we conducted a secondary analysis of a 24-week (N=140) randomized trial of physician management (PM) or PM plus cognitive behavioral therapy (CBT) in primary care buprenorphine/naloxone treatment. Self-reported opioid use and urine toxicology analyses were obtained weekly. We examined baseline demographic differences between primary prescription opioid use patients (n=49) and primary heroin use patients (n=91) and evaluated whether treatment response differed by assigned condition. Compared to primary heroin use patients, primary prescription opioid use patients had marginally fewer years of opioid use, were less likely to have had a previous drug treatment or detoxification, and were less likely to report injection drug use. Although opioid abstinence only, and treatment retention did not differ by opioid use group, opioid category moderated the effect of CBT on urine samples negative for all drugs. Primary prescription opioid use patients assigned to PM-CBT had more than twice the mean number of weeks of abstinence for all drugs (7.6) than those assigned to PM only (3.6; p=.02), while primary heroin use patients did not differ by treatment. Findings suggest that examination of other factors that may predict response to behavioral interventions is warranted.


Cyberpsychology, Behavior, and Social Networking | 2017

Delay Discounting of Video Game Players: Comparison of Time Duration Among Gamers

Frank D. Buono; Matthew E. Sprong; Daniel P. Lloyd; Christopher J. Cutter; Destiny M.B. Printz; Ryan M. Sullivan; Brent A. Moore

Video game addiction or Internet game disorder, as proposed by the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition), has similar criterion characteristics to other impulse control disorders. There is limited research examining video game addiction within a behavioral economic framework using delay discounting. The current study evaluated delay-discounting patterns of money and video game play by usual weekly hours of video game play. A total of 104 participants were split into 1 of 3 groups of video game players (low, medium, and high) and were asked to complete a monetary and video game discounting procedure through an online survey. Results showed significant differences between groups within both the monetary (p = 0.003) and video game discounting procedures (p = 0.004). Additionally, a positive linear relationship was noted between the groups across both procedures. The results of the current article reinforce previous findings that more hours of video game use are associated with greater impulsivity and provide implications for future research.


Computers in Human Behavior | 2016

Demonstrating the validity of the Video Game Functional Assessment-Revised (VGFA-R)

Frank D. Buono; Thomas D. Upton; Mark D. Griffiths; Matthew E. Sprong; Jim Bordieri

Problematic video play has been well documented over the course of the last decade. So much so the DSM-5 (APA, 2013) has included problematic video gaming as disorder categorized as Internet Gaming Disorder. The field of applied behavior analysis has been utilizing functional assessments for the last 30 years and has showed evidence of effective results across different populations and environments. Therefore, the purpose of this investigation (comprising three studies) was to validate an indirect functional assessment entitled the Video Game Functional Assessment-Revised (VGFA-R). Using academic experts in the field of video game addiction and applied behavioral analysis (n?=?6), the first study examined the content validity of the VGFA-R and was able to demonstrate the assessment exceeded the criterion for an established assessment. A second study comprising a survey of 467 gamers examined the factorability by using a confirmatory factor analysis, and found that VGFA-R had an overall variance above .60. Within the third laboratory-based study using gamers (n?=?11), the VGFA-R was examined for construct validity and found the VGFA-R was able to predict 85% of the appropriate function of behavior. Implications of the study are discussed along with the strengths and limitations of the study and future research directions. We validated and standardized an indirect functional assessment on video gaming.The assessment examines the motivation of individuals video game playing.Attention, escape, and tangible functions are the ?three primary maintaining functions.The VGFA-R can benefit therapists providing therapy for internet gaming disorder.


Journal of Addictive Behaviors, Therapy & Rehabilitation | 2014

Establishing the Behavioral Function of Video Game Use: Development of the Video Game Functional Assessment

Matthew E. Sprong; Frank D. Buono; James E. Bordieri; Nick Mui; Thomas D. Upton

Establishing the Behavioral Function of Video Game Use: Development of the Video Game Functional Assessment A great deal of attention has been focused on individuals who play video and computer games despite physical and psychological consequences. Unfortunately, instruments that have been developed to determine problematic gaming have not completely measured the behavioral component of video game addiction. Identifying the behavioral functions of video game play would allow for the development of behavioral interventions specifically targeted at reducing or replacing those functions. A behavioral perspective may provide valuable information as to why gamers continue to play video games despite encountering difficulties in other areas of their lives as a result of their video gaming habits. Therefore, the purpose of this study was to examine the four reinforcing functions that maintain video game play and develop an instrument to measure these functions. Results supported a three-factor measurement model associated with the functions that maintain continued video game play, including (a) escape, (b) tangible, and (c) attention. Discussion and implications are provided.


Journal of Organizational Behavior Management | 2018

Monetary Discounting of Delayed Consequences Predict Employment Nudity: Exotic Dancers Versus Waitresses

Mark R. Dixon; Ryan C. Speelman; Kyle E. Rowsey; Seth W. Whiting; Frank D. Buono; Jacob H. Daar; Jordan Belisle

ABSTRACT The present study examined temporal monetary discounting rates among exotic dancers, waitresses who are required to wear revealing uniforms, and waitresses at a local restaurant where revealing clothes are not part of work attire. Current findings indicate that exotic dancers and waitresses who are required to wear revealing clothing discounted significantly more than waitresses at restaurants where provocative dress is not required. These results suggest that the type of job held may predict impulsivity, with nude or risqué occupations indicating steeper patterns of overall discounting.


Experimental and Clinical Psychopharmacology | 2017

Customized recommendations and reminder text messages for automated, computer-based treatment during methadone.

Brent A. Moore; Frank D. Buono; Destiny M.B. Printz; Daniel P. Lloyd; David A. Fiellin; Christopher J. Cutter; Richard S. Schottenfeld; Declan T. Barry

The Recovery Line is an automated, computer-based intervention based on cognitive behavioral therapy (CBT) designed to provide real-time assistance by phone for patients in methadone maintenance. Preliminary efficacy findings were promising, however, as with other computer-based systems for substance use disorder, patient system use was less than recommended. Development and evaluation of system functions to increase patient engagement and use is needed. Thus, we conducted two randomized trials to evaluate system functions designed to increase patient use of the Recovery Line among methadone-maintained patients with continued illicit drug use. In Trial 1 (n = 60), patients received customized, system use recommendations or no recommendations on each Recovery Line call. Ratings of system usability were higher for customized recommendations (CR), but number of calls and total call time did not differ by condition. Trial 2 evaluated characteristics of reminder messages (message frame and reminder latency). Participants (N = 67) received gain- and loss-frame reminder messages, and were randomly assigned to immediate, short, or long term message latency. Although message framing had no effect, gender interacted with latency condition such that females did not differ by message latency, while males had significantly greater total contact time in the short latency conditions. Number of calls differed by condition over time such that the shorter latencies led to greater calls initially, but dissipated over time. Overall the study indicates that computer-based self-management systems can be adapted to increase patient engagement and use.


Journal of Applied Behavior Analysis | 2016

Contrived motivating operations alter delay-discounting values of disordered gamblers

Mark R. Dixon; Frank D. Buono; Jordan Belisle


Behavior Analysis: Research and Practice | 2015

Comparison of temporal discounting among obese college students and obese adults.

Frank D. Buono; Seth W. Whiting; Matthew E. Sprong


Drug and Alcohol Dependence | 2017

Video game addiction: Duration of play and impulsivity

Frank D. Buono; Brent A. Moore; Destiny M.B. Printz; Daniel P. Lloyd; Christopher J. Cutter; Matthew E. Sprong


Drug and Alcohol Dependence | 2017

Gender differences in timing of reminder messages for automated, CBT-based treatment for methadone

Destiny M.B. Printz; Frank D. Buono; Daniel P. Lloyd; Sydney Reichin; Brent A. Moore

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Matthew E. Sprong

Northern Illinois University

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Jordan Belisle

Southern Illinois University Carbondale

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Mark R. Dixon

Southern Illinois University Carbondale

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