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Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study.
- Source :
-
JMIR serious games [JMIR Serious Games] 2022 Feb 15; Vol. 10 (1), pp. e32243. Date of Electronic Publication: 2022 Feb 15. - Publication Year :
- 2022
-
Abstract
- Background: Craving is a clinically important phenotype for the development and maintenance of nicotine addiction. Virtual reality (VR) paradigms are successful in eliciting cue-induced subjective craving and may even elicit stronger craving than traditional picture-cue methods. However, few studies have leveraged the advances of this technology to improve the assessment of craving.<br />Objective: This report details the development of a novel, translatable VR paradigm designed to both elicit nicotine craving and assess multiple eye-related characteristics as potential objective correlates of craving.<br />Methods: A VR paradigm was developed, which includes three Active scenes with nicotine and tobacco product (NTP) cues present, and three Neutral scenes devoid of NTP cues. A pilot sample (N=31) of NTP users underwent the paradigm and completed subjective measures of nicotine craving, sense of presence in the VR paradigm, and VR-related sickness. Eye-gaze fixation time ("attentional bias") and pupil diameter toward Active versus Neutral cues, as well as spontaneous blink rate during the Active and Neutral scenes, were recorded.<br />Results: The NTP Cue VR paradigm was found to elicit a moderate sense of presence (mean Igroup Presence Questionnaire score 60.05, SD 9.66) and low VR-related sickness (mean Virtual Reality Sickness Questionnaire score 16.25, SD 13.94). Scene-specific effects on attentional bias and pupil diameter were observed, with two of the three Active scenes eliciting greater NTP versus control cue attentional bias and pupil diameter (Cohen d=0.30-0.92). The spontaneous blink rate metrics did not differ across Active and Neutral scenes.<br />Conclusions: This report outlines the development of the NTP Cue VR paradigm. Our results support the potential of this paradigm as an effective laboratory-based cue-exposure task and provide early evidence of the utility of attentional bias and pupillometry, as measured during VR, as useful markers for nicotine addiction.<br /> (©Weichen Liu, Gianna Andrade, Jurgen Schulze, Neal Doran, Kelly E Courtney. Originally published in JMIR Serious Games (https://games.jmir.org), 15.02.2022.)
Details
- Language :
- English
- ISSN :
- 2291-9279
- Volume :
- 10
- Issue :
- 1
- Database :
- MEDLINE
- Journal :
- JMIR serious games
- Publication Type :
- Academic Journal
- Accession number :
- 35166685
- Full Text :
- https://doi.org/10.2196/32243