Reactivity to cannabis cues in virtual reality environments.
Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments. These findings indicate that VR cannabis cue reactivity may offer a new technology-based method to advance addiction research and treatment.
Bordnick
Patrick S
PS
University of Houston, Graduate College of Social Work, 4800 Calhoun Road, Houston, Texas 77004, USA. bordnick@uh.edu
Copp
Hilary L
HL
Traylor
Amy
A
Graap
Ken M
KM
Carter
Brian L
BL
Walton
Alicia
A
Ferrer
Mirtha
M
D000328:Adult; D001288:Attention; D016739:Behavior, Addictive / Q000523:psychology*; D003463:Cues; D005260:Female; D006801:Humans; D008297:Male; D002189:Marijuana Abuse / Q000523:psychology*; D014584:User-Computer Interface
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