Attentional Bias During a Novel Alcohol Cue Virtual Reality Paradigm

IF 2.7 Q2 SUBSTANCE ABUSE
Ryan M. Sullivan, Benjamin S. McKenna, Weichen Liu, Arwynn McKinty, Camarin Laurance, Craig R. Rush, Nadir Weibel, Kelly E. Courtney
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Abstract

Background

Attentional bias to alcohol cues is largely investigated using pictorial cues (i.e., two-dimensional images). The addition of eye-tracking metrics has improved these investigations yet are limited by a lack of naturalistic cues. Virtual reality (VR) can theoretically improve ecological validity through three-dimensional alcohol object presentation while utilizing eye-tracking metrics. This report sought to test the construct validity of the Alcohol Cue VR paradigm in evoking subjective craving and attentional bias through measurement of eye-gaze characteristics.

Methods

Participants (n = 105, 53% male, Mage = 38), with varying alcohol use histories, underwent the Alcohol Cue VR paradigm, an alcohol visual probe task, and measures of alcohol craving and VR-related assessments. The Alcohol Cue VR paradigm comprised of three active scenes with alcohol cues present, and three neutral scenes devoid of alcohol cues. Eye-gaze fixation time (index of “attentional bias”) in response to alcohol and control cues was recorded. Forward-stepwise models searched for optimal alcohol-related predictors of attentional bias, then compared against eye-tracking and response time metrics from the alcohol visual probe task.

Results

Alcohol use history, age of regular use onset, recency of use, and binge episodes were significantly associated with eye-gaze fixation time to alcohol cues; how present one felt within the VR scenes did not moderate these findings. Alcohol-related predictors accounted for a larger proportion of variance in VR-based models of attentional bias (ΔR2 = 0.10) than in comparable alcohol visual probe task models based on fixation time (ΔR2 = 0.05) or response time (ΔR2 = 0.06).

Conclusions

The Alcohol Cue VR paradigm provided commensurate measures of attentional bias in the context of alcohol cues. Unique alcohol-related characteristics impacted the extent of attentional bias to alcohol-related cues, exemplifying the utility of VR-derived measurement in assessing alcohol use. Future research can understand whether VR attentional bias is modifiable through treatment and can serve as clinical endpoints.

Abstract Image

一种新型酒精线索虚拟现实范式中的注意偏差
对酒精线索的注意偏倚主要是使用图像线索(即二维图像)进行研究的。眼球追踪指标的添加改善了这些调查,但仍受到缺乏自然线索的限制。虚拟现实(VR)利用眼动追踪指标,通过三维酒精物体呈现,理论上可以提高生态效度。本报告试图通过测量眼睛凝视特征来测试酒精线索VR范式在唤起主观渴望和注意偏差方面的结构效度。方法具有不同酒精使用史的参与者(n = 105, 53%为男性,38岁)接受了酒精提示VR范式、酒精视觉探测任务、酒精渴望测量和VR相关评估。酒精线索VR范例由三个带有酒精线索的活动场景和三个没有酒精线索的中性场景组成。对酒精和对照提示的注视注视时间(“注意偏差”指数)进行记录。前向逐步模型寻找与酒精相关的注意偏差的最佳预测因子,然后与酒精视觉探测任务的眼动追踪和反应时间指标进行比较。结果酒精使用史、开始经常使用的年龄、最近使用和暴饮发作与眼睛注视酒精线索的时间显著相关;人们在虚拟现实场景中的存在感并没有缓和这些发现。与基于注视时间(ΔR2 = 0.05)或反应时间(ΔR2 = 0.06)的酒精视觉探测任务模型相比,酒精相关预测因子在基于vr的注意偏倚模型(ΔR2 = 0.10)中的方差比例更大。结论酒精线索VR范式提供了酒精线索背景下注意偏倚的相应测量。独特的酒精相关特征影响了对酒精相关线索的注意偏倚程度,证明了vr衍生测量在评估酒精使用方面的实用性。未来的研究可以了解VR注意偏倚是否可以通过治疗来改变,并可以作为临床终点。
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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CiteScore
5.40
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