Segawa Tomoyuki, Baudry Thomas, Bourla Alexis, Blanc Jean-Victor, Peretti Charles-Siegfried, Mouchabac Stephane, Ferreri Florian
Department of Psychiatry, Hôpital Saint-Antoine, Sorbonne Université, Paris, France.
Jeanne d'Arc Hospital, INICEA Group, Saint-Mandé, France.
Front Neurosci. 2020 Jan 10;13:1409. doi: 10.3389/fnins.2019.01409. eCollection 2019.
Substance Use Disorder (SUD) and behavioral addictions are common and require a multidisciplinary approach. New technologies like Virtual Reality could have the potential to improve assessment and treatment of these disorders. In the present paper, we therefore present an overview of Virtual Reality (Head Mounted Devices) in the field of addiction medicine for craving assessment and treatment. We conducted a systematic review by querying PubMed database for the titles of articles published up to March 2019 with the terms [virtual] AND [addictive] OR [addiction] OR [substance] OR [alcohol] OR [cocaine] OR [cannabis] OR [opioid] OR [tobacco] OR [nicotine] OR [methamphetamine] OR [gaming] OR [gambling]. We screened 319 abstracts and analyzed 37 articles, dividing them into two categories, the first for assessment of cue reactivity (craving, psychophysiological response and attention to cue) and the second for intervention, each drug (nicotine, cocaine, alcohol, cannabis, gambling) being detailed within each category. This overview suggest that VR provide benefits in the assessment and treatment of substance use disorders and behavior addictions and achieve high levels of ecological validity. While, craving provocation in VR is effective across addiction disorders, treatments based exclusively on virtual exposure to drug related cues as shown heterogenous results.
物质使用障碍(SUD)和行为成瘾很常见,需要多学科方法来应对。虚拟现实等新技术可能有潜力改善对这些障碍的评估和治疗。因此,在本文中,我们概述了虚拟现实(头戴式设备)在成瘾医学领域用于渴望评估和治疗的情况。我们通过在PubMed数据库中查询截至2019年3月发表的文章标题,使用关键词[虚拟] AND [成瘾的] OR [成瘾] OR [物质] OR [酒精] OR [可卡因] OR [大麻] OR [阿片类药物] OR [烟草] OR [尼古丁] OR [甲基苯丙胺] OR [游戏] OR [赌博]进行了系统综述。我们筛选了319篇摘要并分析了37篇文章,将它们分为两类,第一类用于线索反应性评估(渴望、心理生理反应和对线索的注意力),第二类用于干预,每类中都详细介绍了每种药物(尼古丁、可卡因、酒精、大麻、赌博)。这一概述表明,虚拟现实在物质使用障碍和行为成瘾的评估和治疗中具有益处,并具有较高的生态效度。虽然,虚拟现实中的渴望激发在各种成瘾障碍中都有效,但仅基于虚拟暴露于与药物相关线索的治疗显示出不同的结果。