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关于使用虚拟现实技术引发可卡因依赖个体的渴望及线索反应性的初步报告。

A preliminary report on the use of virtual reality technology to elicit craving and cue reactivity in cocaine dependent individuals.

作者信息

Saladin Michael E, Brady Kathleen T, Graap Ken, Rothbaum Barbara Olasov

机构信息

College of Health Professions and Department of Psychiatry and Behavioral Sciences, Medical University of South Carolina, Charleston, SC 29425, USA.

出版信息

Addict Behav. 2006 Oct;31(10):1881-94. doi: 10.1016/j.addbeh.2006.01.004. Epub 2006 Mar 3.

DOI:10.1016/j.addbeh.2006.01.004
PMID:16516397
Abstract

In the present feasibility study, we developed a 3-dimensional virtual "crack" cocaine environment and evaluated the environment's ability to elicit subjective craving and cue reactivity (i.e., subjective emotional responding, heart rate and skin conductance) in 11 crack cocaine dependent individuals. Each of the seven 3-D crack cocaine scenes in the cocaine environment depicted actors engaging in a range of using-related behaviors (i.e., smoking crack) whereas the neutral environment contained scenes depicted 3-D aquariums with active aquatic life (baseline measures were obtained following immersion in the neutral environment). Results indicated that craving was significantly elevated during the cocaine-related scenes as compared to baseline. Craving varied by scene content, with scenes depicting active cocaine use eliciting the highest levels of craving. Heart rate was significantly higher in four of the scenes with drug use content and positive affect (i.e., happiness) ratings were significantly lower during cocaine scenes as compared to baseline. Overall, the results suggest that a standardized and stimulus rich virtual reality environment effectively elicits craving and physiologic reactivity. Such technology has potential utility in the development and refinement of exposure-based behavioral and pharmacological interventions for substance use disorders.

摘要

在本可行性研究中,我们构建了一个三维虚拟“快克”可卡因环境,并评估了该环境在11名快克可卡因依赖个体中引发主观渴望和线索反应(即主观情绪反应、心率和皮肤电传导)的能力。可卡因环境中的七个三维快克可卡因场景,每个场景都描绘了演员参与一系列与使用相关的行为(即吸食快克可卡因),而中性环境包含描绘有活跃水生生物的三维水族馆的场景(在沉浸于中性环境后获取基线测量值)。结果表明,与基线相比,在与可卡因相关的场景中渴望显著增加。渴望因场景内容而异,描绘活跃可卡因使用的场景引发的渴望程度最高。在四个有吸毒内容的场景中,心率显著更高,并且与基线相比,在可卡因场景期间积极情绪(即快乐)评分显著更低。总体而言,结果表明一个标准化且刺激丰富的虚拟现实环境能有效引发渴望和生理反应。此类技术在为物质使用障碍开发和完善基于暴露的行为及药物干预方面具有潜在效用。

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