Journal
JOURNAL OF PSYCHOACTIVE DRUGS
Volume 41, Issue 2, Pages 105-112Publisher
ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/02791072.2009.10399903
Keywords
cannabis; craving; cue reactivity; olfactory cues; marijuana; virtual reality
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Virtual reality (VR) cue environments have been developed and successfully tested ill nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of it novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments, These findings indicate that VR cannabis cue reactivity may offer it new technology-based method to advance addiction research and treatment.
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