2011
DOI: 10.1016/j.addbeh.2011.01.029
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Cue reactivity in virtual reality: The role of context

Abstract: Cigarette smokers in laboratory experiments readily respond to smoking stimuli with increased craving. An alternative to traditional cue-reactivity methods (e.g., exposure to cigarette photos), virtual reality (VR) has been shown to be a viable cue presentation method to elicit and assess cigarette craving within complex virtual environments. However, it remains poorly understood whether contextual cues from the environment contribute to craving increases in addition to specific cues, like cigarettes. This stu… Show more

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Cited by 49 publications
(39 citation statements)
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References 12 publications
(21 reference statements)
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“…These results are consistent with previous VR studies that evaluated craving in cigarette smokers. 12,13,17,20,34 In our study, the paraphernalia room increased craving to a lesser extent than the more detailed social setting that included avatar interaction in the party room. This finding supports existing literature showing that richer, more salient environments may have greater ecological validity and therefore elicit greater craving responses.…”
Section: Discussionmentioning
confidence: 81%
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“…These results are consistent with previous VR studies that evaluated craving in cigarette smokers. 12,13,17,20,34 In our study, the paraphernalia room increased craving to a lesser extent than the more detailed social setting that included avatar interaction in the party room. This finding supports existing literature showing that richer, more salient environments may have greater ecological validity and therefore elicit greater craving responses.…”
Section: Discussionmentioning
confidence: 81%
“…21 The majority of VR studies involving cigarette smokers have used non-deprived participants. 12,13,17,20,22,23 One exception was a study that demonstrated an effect of cue-induced VR craving in smokers who had not smoked for at least 12 hr, though this system did not use a head mounted device (HMD) to create a fully immersive environment. The only other exception was a functional magnetic resonance imaging (fMRI) study in deprived smokers that used magnetic resonance imagining compatible goggles to create a 3D environment.…”
mentioning
confidence: 99%
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“…11,12 There is an extensive literature on the efficacy of VR cues and contextual settings for the elicitation of craving. [13][14][15][16][17] Even with nonclinical samples, craving can be easily elicited with VR, allowing health promotion interventions in earlier stages of nicotine dependence. 18 Also, some studies have illustrated the advantage of eliciting craving through VR over traditional exposure techniques.…”
Section: Introductionmentioning
confidence: 99%
“…The virtual reality paradigm has been used extensively in craving research now (Carter, Bordnick, Traylor, Day, & Paris, 2008;Paris et al, 2011), but mainly focuses on the visual cues and context. Some studies have moved towards incorporating olfactory cues along with virtual reality, to dissociate impact of each modality on the craving experience (Traylor, Bordnick, & Carter, 2009).…”
Section: Discussionmentioning
confidence: 99%