Department of Psychiatry, UCLA, Los Angeles, CA, USA.
Pharmacol Biochem Behav. 2010 Oct;96(4):454-60. doi: 10.1016/j.pbb.2010.07.005. Epub 2010 Jul 17.
The main aim of this study was to assess self-reported craving and physiological reactivity in a methamphetamine virtual reality (METH-VR) cue model created using Second Life, a freely available online gaming platform. Seventeen, non-treatment seeking, individuals that abuse methamphetamine (METH) completed this 1-day, outpatient, within-subjects study. Participants completed four test sessions: 1) METH-VR, 2) neutral-VR, 3) METH-video, and 4) neutral-video in a counterbalanced (Latin square) fashion. The participants provided subjective ratings of urges to use METH, mood, and physical state throughout each cue presentation. Measures of physiological reactivity (heart rate variability) were also collected during each cue presentation and at rest. The METH-VR condition elicited the greatest change in subjective reports of "crave METH", "desire METH", and "want METH" at all time points. The "high craving" participants displayed more high frequency cardiovascular activity while the "low craving" participants displayed more low frequency cardiovascular activity during the cue conditions, with the greatest difference seen during the METH-VR and METH-video cues. These findings reveal a physiological divergence between high and low craving METH abusers using heart rate variability, and demonstrate the usefulness of VR cues for eliciting subjective craving in METH abusers, as well as the effectiveness of a novel VR drug cue model created within an online virtual world.
本研究的主要目的是评估使用 Second Life 创建的冰毒虚拟现实 (METH-VR) 线索模型中自我报告的渴望和生理反应,Second Life 是一个免费的在线游戏平台。17 名非治疗性寻求冰毒(METH)滥用者完成了这项为期 1 天的门诊、受试者内研究。参与者完成了四个测试阶段:1)METH-VR,2)中性-VR,3)METH 视频,4)中性视频以平衡(拉丁方)方式。参与者在每个线索呈现期间以及休息时提供了关于使用冰毒的冲动、情绪和身体状态的主观评分。在每个线索呈现期间和休息时还收集了生理反应(心率变异性)的测量值。METH-VR 条件在所有时间点都引起了“渴望冰毒”、“渴望冰毒”和“想要冰毒”的主观报告的最大变化。“高渴望”参与者在线索条件下显示出更多的高频心血管活动,而“低渴望”参与者显示出更多的低频心血管活动,在 METH-VR 和 METH 视频线索下差异最大。这些发现揭示了使用心率变异性的高渴望和低渴望冰毒滥用者之间的生理差异,并证明了 VR 线索在引起冰毒滥用者的主观渴望方面的有效性,以及在在线虚拟世界中创建的新型 VR 药物线索模型的有效性。