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Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study

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...

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Autores principales: Liu, Weichen, Andrade, Gianna, Schulze, Jurgen, Doran, Neal, Courtney, Kelly E
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8889474/
https://www.ncbi.nlm.nih.gov/pubmed/35166685
http://dx.doi.org/10.2196/32243
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author Liu, Weichen
Andrade, Gianna
Schulze, Jurgen
Doran, Neal
Courtney, Kelly E
author_facet Liu, Weichen
Andrade, Gianna
Schulze, Jurgen
Doran, Neal
Courtney, Kelly E
author_sort Liu, Weichen
collection PubMed
description 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. 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. 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. 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. 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.
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spelling pubmed-88894742022-03-10 Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study Liu, Weichen Andrade, Gianna Schulze, Jurgen Doran, Neal Courtney, Kelly E JMIR Serious Games Original Paper 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. 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. 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. 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. 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. JMIR Publications 2022-02-15 /pmc/articles/PMC8889474/ /pubmed/35166685 http://dx.doi.org/10.2196/32243 Text en ©Weichen Liu, Gianna Andrade, Jurgen Schulze, Neal Doran, Kelly E Courtney. Originally published in JMIR Serious Games (https://games.jmir.org), 15.02.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Liu, Weichen
Andrade, Gianna
Schulze, Jurgen
Doran, Neal
Courtney, Kelly E
Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title_full Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title_fullStr Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title_full_unstemmed Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title_short Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study
title_sort using virtual reality to induce and assess objective correlates of nicotine craving: paradigm development study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8889474/
https://www.ncbi.nlm.nih.gov/pubmed/35166685
http://dx.doi.org/10.2196/32243
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