“…This was also found for use of methamphetamines on the Internet using the online platform Second Life (Culbertson, et al, 2010). Finally, we just point out that these results have also been validated in VR situations for other types of substance, such as cannabis (Bordnick et al, 2009) or heroine (Kuntze et al, 2001). For example, the study on cannabis used two scenarios showing key objects associated with it use, in which one of them showed different objects or paraphernalia related to use of cannabis, while in the other situation, animated characters were observed consuming cannabis.…”