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沉浸式虚拟加迷宫用于研究有酒精和大麻消费问题的年轻人的行为及心理生理相关变量。

Immersive virtual plus-maze to examine behavior and psychophysiological-related variables in young people with problematic alcohol and cannabis consumption.

作者信息

Moreno-Fernández R D, García-León D, Peñas G, Martín-Romero R, Buades-Sitjar F, Sampedro-Piquero P

机构信息

Facultad de Educación y Psicología, Universidad Francisco de Vitoria, Spain.

Facultad de Ciencias de la Comunicación, Universidad Francisco de Vitoria, Spain.

出版信息

Neurobiol Stress. 2023 Aug 17;26:100564. doi: 10.1016/j.ynstr.2023.100564. eCollection 2023 Sep.

Abstract

Stressful events appear to be risky situations that can precipitate the consumption of drugs. One way to recreate stressful contexts, in an ecological and controlled method, is through immersive virtual reality (VR). In our study, we designed the scenario of an elevated plus-maze (EPM) using VR, which is widely used in animal models to assess unconditioned anxiety. This task allowed us to analyze the behavioral, psychophysiological (heart rate and electrodermal activity), and hormonal response (salivary cortisol and Alpha-amylase) to this stressful situation in different moments (before VR task (anticipation), at the end of the task and 10 minutes later) in young people with problematic alcohol use (AU, n = 27), alcohol combined with cannabis consumption (AU + C, n = 10), as well as in a control group (CO, n = 33). Behavioral analysis revealed that the AU group displayed fewer entries into open arms than the CO group, whereas both experimental groups spent less time at the end of the open arms, as well as lower compared to the CO group. Moreover, our VR EPM induced different psychophysiological responses in the different moments measured. In general, electrodermal activity seemed to be a good biomarker of recovery from a stressful situation, as once the exposure to the stressful situation ended, the AU + C group took longer to recover compared to the CO group. Regarding hormonal analyses, we observed a similar response pattern in all groups suggesting that our VR task was able to activate both stress systems. The alpha-amylase to cortisol ratio, proposed as a biomarker of stress systems dysregulation, was higher in the group of young participants with alcohol abuse. Interestingly, our VR EPM was able to induce a slight alcohol craving in both experimental groups. In conclusion, our results suggest certain subtle behavioral and physiological differences that could be used to detect young individuals at risk of future severe addictions or other stress-related comorbidities. Moreover, it could help us to develop prevention strategies focused on emotional, cognitive, and psychophysiological aspects.

摘要

压力事件似乎是有风险的情境,可能促使人们吸毒。以生态且可控的方式重现压力情境的一种方法是通过沉浸式虚拟现实(VR)。在我们的研究中,我们使用VR设计了高架十字迷宫(EPM)场景,该场景在动物模型中广泛用于评估无条件焦虑。这项任务使我们能够分析有酒精使用问题的年轻人(AU,n = 27)、同时使用酒精和大麻的人(AU + C,n = 10)以及对照组(CO,n = 33)在不同时刻(VR任务前(预期)、任务结束时和10分钟后)对这种压力情境的行为、心理生理(心率和皮肤电活动)和激素反应(唾液皮质醇和α-淀粉酶)。行为分析表明,AU组进入开放臂的次数比CO组少,而两个实验组在开放臂末端停留的时间都比CO组短,且[此处原文似乎缺失部分内容]也更低。此外,我们的VR EPM在测量的不同时刻诱发了不同的心理生理反应。总体而言,皮肤电活动似乎是从压力情境中恢复的良好生物标志物,因为一旦压力情境暴露结束,与CO组相比,AU + C组恢复所需的时间更长。关于激素分析,我们在所有组中观察到了类似的反应模式,这表明我们的VR任务能够激活两种应激系统。作为应激系统失调生物标志物的α-淀粉酶与皮质醇的比值,在有酒精滥用问题的年轻参与者组中更高。有趣的是,我们的VR EPM能够在两个实验组中诱发轻微的酒精渴望。总之,我们的结果表明存在某些细微的行为和生理差异,可用于检测有未来严重成瘾或其他与压力相关合并症风险的年轻人。此外,它可以帮助我们制定侧重于情绪、认知和心理生理方面的预防策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/20b3/10470011/85015b106305/gr1.jpg

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