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确定与吸烟渴望相关的特定线索和情境,以开发有效的虚拟环境。

Identifying specific cues and contexts related to smoking craving for the development of effective virtual environments.

机构信息

Department of Personality, Assessment and Psychological Treatments, University of Barcelona, Barcelona, Spain.

出版信息

Cyberpsychol Behav Soc Netw. 2011 Mar;14(3):91-7. doi: 10.1089/cyber.2010.0012. Epub 2010 Jun 24.

DOI:10.1089/cyber.2010.0012
PMID:20575707
Abstract

Craving is considered the main variable associated with relapse after smoking cessation. Cue Exposure Therapy (CET) consists of controlled and repeated exposure to drug-related cues with the aim of extinguishing craving responses. Some virtual reality (VR) environments, such as virtual bars or parties, have previously shown their efficacy as tools for eliciting smoking craving. However, in order to adapt this technology to smoking cessation interventions, there is a need for more diverse environments that enhance the probability of generalization of extinction in real life. The main objective of this study was to identify frequent situations that produce smoking craving, as well as detecting specific craving cues in those contexts. Participants were 154 smokers who responded to an ad hoc self-administered inventory for assessing craving level in 12 different situations. Results showed that having a drink in a bar/pub at night, after having lunch/dinner in a restaurant and having a coffee in a cafe or after lunch/dinner at home were reported as the most craving-inducing scenarios. Some differences were found with regard to participants' gender, age, and number of cigarettes smoked per day. Females, younger people, and heavier smokers reported higher levels of craving in most situations. In general, the most widely cited specific cues across the contexts were people smoking, having a coffee, being with friends, and having finished eating. These results are discussed with a view to their consideration in the design of valid and reliable VR environments that could be used in the treatment of nicotine addicts who wish to give up smoking.

摘要

渴求被认为是戒烟后复吸的主要相关变量。线索暴露疗法(CET)包括对药物相关线索的受控和重复暴露,目的是消除渴求反应。一些虚拟现实(VR)环境,如虚拟酒吧或派对,以前已经证明了它们作为诱发吸烟渴求的工具的有效性。然而,为了将这项技术应用于戒烟干预,需要更多多样化的环境,以提高现实生活中消退的普遍性。本研究的主要目的是确定产生吸烟渴求的常见情况,并在这些情况下检测特定的渴求线索。154 名吸烟者对一个专门的自我评估清单做出了回应,该清单用于评估 12 种不同情境下的渴求水平。结果表明,在酒吧/酒吧夜间饮酒、餐厅午晚餐后、在咖啡馆喝咖啡或午晚餐后在家被认为是最容易产生吸烟渴求的场景。研究还发现了一些与参与者性别、年龄和每天吸烟数量有关的差异。女性、年轻人和重度吸烟者在大多数情况下报告的渴求水平更高。总的来说,在大多数情况下,最常被引用的特定线索是有人吸烟、喝咖啡、与朋友在一起和吃完饭。这些结果将在设计有效和可靠的 VR 环境时进行讨论,这些环境可用于治疗希望戒烟的尼古丁成瘾者。

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