Suppr超能文献

在在线虚拟现实环境中引起的冰毒渴望。

Methamphetamine craving induced in an online virtual reality environment.

机构信息

Department of Psychiatry, UCLA, Los Angeles, CA, USA.

出版信息

Pharmacol Biochem Behav. 2010 Oct;96(4):454-60. doi: 10.1016/j.pbb.2010.07.005. Epub 2010 Jul 17.

Abstract

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.

摘要

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。

相似文献

1
Methamphetamine craving induced in an online virtual reality environment.在在线虚拟现实环境中引起的冰毒渴望。
Pharmacol Biochem Behav. 2010 Oct;96(4):454-60. doi: 10.1016/j.pbb.2010.07.005. Epub 2010 Jul 17.

引用本文的文献

3
Evoked craving in high-dose benzodiazepine users.高剂量苯二氮䓬类药物使用者的诱发渴求感。
Front Psychiatry. 2025 Apr 11;16:1562622. doi: 10.3389/fpsyt.2025.1562622. eCollection 2025.

本文引用的文献

3
Reactivity to cannabis cues in virtual reality environments.在虚拟现实环境中对大麻线索的反应性。
J Psychoactive Drugs. 2009 Jun;41(2):105-12. doi: 10.1080/02791072.2009.10399903.
5
Clinical and laboratory assessment of the subjective experience of drug craving.药物渴求主观体验的临床与实验室评估。
Clin Psychol Rev. 2009 Aug;29(6):519-34. doi: 10.1016/j.cpr.2009.06.002. Epub 2009 Jun 11.
10
Assessing reactivity to virtual reality alcohol based cues.评估对基于虚拟现实酒精线索的反应性。
Addict Behav. 2008 Jun;33(6):743-56. doi: 10.1016/j.addbeh.2007.12.010. Epub 2008 Jan 2.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验