Bordnick Patrick S, Graap Ken M, Copp Hilary, Brooks Jeremy, Ferrer Mirtha, Logue Bobby
The University of Georgia, Social Work, 1000 University Center Lane, Lawrenceville, GA 30043, USA.
Addict Behav. 2004 Dec;29(9):1889-94. doi: 10.1016/j.addbeh.2004.06.008.
Traditional cue reactivity provides a methodology for examining drug triggers and stimuli in laboratory and clinical settings. However, current techniques lack standardization and generalization across research settings. Improved methodologies using virtual reality (VR) cue reactivity extend previous research standardizing exposure to stimuli and exploring reactions to drug cues in a controlled VR setting. In a controlled pilot trial, 13 nicotine-dependent participants were allowed to smoke ad libitum then exposed to VR smoking and VR neutral cues and compared on craving intensity. VR smoking cues significantly increased craving compared to VR neutral cues. On average, craving intensity increased 118% during exposure to VR smoking cues. Implications for substance abuse research and treatment using VR to assess cessation and anticraving medications are discussed.
传统的线索反应性为在实验室和临床环境中检查药物触发因素和刺激提供了一种方法。然而,目前的技术缺乏跨研究环境的标准化和普遍性。使用虚拟现实(VR)线索反应性的改进方法扩展了先前的研究,即在可控的VR环境中标准化对刺激的暴露并探索对药物线索的反应。在一项可控的试点试验中,13名尼古丁依赖参与者被允许随意吸烟,然后暴露于VR吸烟和VR中性线索,并比较渴望强度。与VR中性线索相比,VR吸烟线索显著增加了渴望。平均而言,在暴露于VR吸烟线索期间,渴望强度增加了118%。文中讨论了使用VR评估戒烟和抗渴望药物对药物滥用研究和治疗的意义。