The impact of virtual alcohol-related stimuli on craving in university students: an exploratory virtual reality intervention study. VR alcohol stimuli and university student craving.

IF 2.3 4区 医学 Q3 SUBSTANCE ABUSE
Fanny Nègre, Lucia Romo, Maud Lemercier-Dugarin, El-Hadi Zerdazi, Romain Gomet, Oulmann Zerhouni
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引用次数: 0

Abstract

Aims: This exploratory study aimed to examine how virtual reality (VR) environments as an experimental tool can evoke and modulate alcohol craving among university students. Specifically, we investigated how exposure to a party scene with alcohol-related stimuli versus a relaxing environment influenced craving levels.

Methods: Thirty-seven university students were sequentially immersed in two VR scenarios-a party scene with alcohol cues and a nature-based relaxation scene. Craving was assessed at three time points using a VAS, and post-exposure using the Alcohol Urge Questionnaire (AUQ). A linear mixed-effects model tested the influence of time and individual predictors (age, Alcohol Use Disorders Identification Test [AUDIT-C], AUQ, Questionnaire on the Experience of Presence [QEP], sex) on craving dynamics.

Results: A linear mixed-effects model was used to examine craving trajectories across repeated measurement time points during the VR sessions. Craving did not significantly increase from baseline to midpoint (P = .06) and decreased significantly from midpoint to end (P = .002). Post-exposure AUQ scores as a state measure of craving were the only significant predictor of overall craving intensity (P < .001); age, sex, AUDIT-C, and sense of presence (QEP) had no significant effects.

Conclusions: VR environments can recreate real-life craving fluctuations, with increased urge in cue-rich settings and reduction in calming contexts. Our findings position VR as an experimental tool for studying craving dynamics; therapeutic efficacy was not assessed.

虚拟酒精相关刺激对大学生渴望的影响:一项探索性虚拟现实干预研究。VR酒精刺激和大学生渴望。
目的:本探索性研究旨在研究虚拟现实(VR)环境作为一种实验工具如何唤起和调节大学生的酒精渴望。具体来说,我们调查了暴露于酒精相关刺激的派对场景与放松环境如何影响渴望水平。方法:37名大学生依次沉浸在两个虚拟现实场景中:一个是有酒精提示的派对场景,另一个是基于自然的放松场景。在三个时间点使用VAS评估渴望,并在暴露后使用酒精冲动问卷(AUQ)评估渴望。线性混合效应模型检验了时间和个体预测因子(年龄、酒精使用障碍识别测试(AUDIT-C)、AUQ、存在体验问卷(QEP)、性别)对渴望动态的影响。结果:使用线性混合效应模型来检查VR会话期间重复测量时间点的渴望轨迹。渴望从基线到中点没有显著增加(P = .06),从中点到终点显著减少(P = .002)。暴露后的AUQ分数是衡量渴望程度的一种状态,是整体渴望强度的唯一重要预测指标(P结论:VR环境可以重现现实生活中的渴望波动,在线索丰富的环境中,渴望增加,在平静的环境中,渴望减少。我们的研究结果将VR定位为研究渴望动态的实验工具;未评估治疗效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Alcohol and alcoholism
Alcohol and alcoholism 医学-药物滥用
CiteScore
4.70
自引率
3.60%
发文量
62
审稿时长
4-8 weeks
期刊介绍: About the Journal Alcohol and Alcoholism publishes papers on the biomedical, psychological, and sociological aspects of alcoholism and alcohol research, provided that they make a new and significant contribution to knowledge in the field. Papers include new results obtained experimentally, descriptions of new experimental (including clinical) methods of importance to the field of alcohol research and treatment, or new interpretations of existing results. Theoretical contributions are considered equally with papers dealing with experimental work provided that such theoretical contributions are not of a largely speculative or philosophical nature.
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