Reactivity to Cannabis Cues in Virtual Reality Environments
Bibliographic Data
| ID | 13913797 |
|---|---|
| Authors | Patrick 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) |
| Year | 2009 |
| Volume | 41 |
| Issue | 2 |
| Pages | 105-112 |
| Publication date | 2009-06-01 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Journal of Psychoactive Drugs (JOURNAL) |
| Journal identifiers | ISSN: 0279-1072 • E-ISSN: 2159-9777 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/02791072.2009.10399903 |
| PMID | 19705672 |
| PMCID | PMC4104948 |
| OpenAlex | W2003082662 |
| Language | EN |
| Citations received | 8 |
| References cited | 24 |
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 works | 8 |
|---|---|
| Citations per year | 0.53 |
| Citation span | 2011 - 2026 (16) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 8 |