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Reactivity to Cannabis Cues in Virtual Reality Environments

Bibliographic Data

ID13913797
AuthorsPatrick S Bordnick (University of Houston, corresponding author), Hilary L Copp (0000-0001-7201-803X, Edinboro University), Amy Traylor, Amy C Traylor (0009-0004-5390-4385, The University of Texas MD Anderson Cancer Center), Ken Graap (Virtually Better), Ken M Graap, Brian L Carter (The University of Texas MD Anderson Cancer Center), Alicia P Walton (University of Georgia), Alicia Walton, Mirtha Ferrer (Virtually Better)
Year2009
Volume41
Issue2
Pages105-112
Publication date2009-06-01
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueJournal of Psychoactive Drugs (JOURNAL)
Journal identifiersISSN: 0279-1072 • E-ISSN: 2159-9777
PublisherTaylor & Francis (PUBLISHER • GB)
DOI10.1080/02791072.2009.10399903
PMID19705672
PMCIDPMC4104948
OpenAlexW2003082662
LanguageEN
Citations received8
References cited24

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

Addiction · Cannabis · Cognitive psychology · Craving · Cue reactivity · Effects of cannabis · Human–computer interaction · Paraphernalia · Psychiatry · Sensory cue · Virtual reality · Cannabis and Cannabinoid Research · Computer Science · Psychology · Smoking Behavior and Cessation · Substance Abuse Treatment and Outcomes

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Unique citing works8
Citations per year0.53
Citation span2011 - 2026 (16)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 8

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