Development and verification of an alcohol craving-induction tool using virtual reality: Craving characteristics in social pressure situation

Development and verification of an alcohol craving-induction tool using virtual reality: Craving characteristics in social pressure situation
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DOI:
10.1089/cpb.2007.0149
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发表时间:
2008-06-01
期刊:
CYBERPSYCHOLOGY & BEHAVIOR
影响因子:
--
通讯作者:
Shen, Dong Fan
Shen, Dong Fan
中科院分区:
其他
文献类型:
--
作者:
Cho, Sangwoo;Ku, Jeonghun;Shen, Dong Fan

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酗酒是一种影响大脑控制情绪、决定和行为的部分的疾病。对酗酒者的治疗必须解决面对高风险情况的应对技巧。因此,开发模拟此类条件的工具非常重要。提示暴露疗法 (CET) 在治疗期间提供高风险情况,从而提高个人识别正在诱发酒精渴望的能力。使用 CET 很难模拟诱发酒精渴望的情况。相比之下,虚拟现实 (VR) 方法可以呈现在 CET 中无法直接体验的现实场景。因此,我们假设可以使用 VR 来模拟社会压力情况。我们开发了一种虚拟现实系统,用于在社会压力情况下诱发酒精渴望,并测量参与者诱发的酒精渴望和头部注视。设计了一个 2 x 2 实验模型(酒精相关的局部性与社会压力)。在没有化身的情况下(没有社会压力),有酒精的情况比没有酒精的情况更容易引起对酒精的渴望。与没有化身(没有社会压力)的情况相比,在有化身(社会压力)的情况下会引发更多的酒精渴望。在只有化身(社会压力)的情况下,头部注视方向与酒精或化身方向之间的角度差异比单独酒精情况下要小。在酒精和化身同时存在的情况下,头部注视方向与化身方向之间的角度小于头部注视方向与酒精方向之间的角度。考虑到结果,该 VR 系统使用可以表达各种社会压力情况的化身来诱发酒精渴望。
Alcoholism is a disease that affects parts of the brain that control emotion, decisions, and behavior. Therapy for people with alcoholism must address coping skills for facing high-risk situations. Therefore, it is important to develop tools to mimic such conditions. Cue exposure therapy (CET) provides high-risk situations during treatment, which raises the individual's ability to recognize that alcohol craving is being induced. Using CET, it is hard to simulate situations that induce alcohol craving. By contrast, virtual reality (VR) approaches can present realistic situations that cannot be experienced directly in CET. Therefore, we hypothesized that is possible to model social pressure situations using VR. We developed a VR system for inducing alcohol craving under social pressure situations and measured both the induced alcohol craving and head gaze of participants. A 2 x 2 experimental model (alcoholrelated locality vs. social pressure) was designed. In situations without an avatar (no social pressure), more alcohol craving was induced if alcohol was present than if it was not. And more alcohol craving was induced in situations with an avatar (social pressure) than in situations without an avatar (no social pressure). The difference of angle between the direction of head gazing and the direction of alcohol or avatar was smaller in situations with an avatar alone (social pressure) than in situations with alcohol alone. In situations with both alcohol and an avatar, the angle between the direction of head gaze and the direction of the avatar was smaller than between the direction of head gaze and the direction of the alcohol. Considering the results, this VR system induces alcohol craving using an avatar that can express various social pressure situations.