Return to search

The effects of alcohol based cues virtual reality versus guided imagery

The use of Virtual Reality (VR) and Imagery have been utilized in psychological practices and treatment. VR has recently been the focus of research with treatments for post traumatic stress disorder, substance abuse, and phobias, among other social and behavioral issues. VR allows the researcher to create realistic controlled environments in which they are able to manipulate the experiment. Imagery permits the individual to imagine and recall scenarios from their past in order to create a more personal environment. This experiment aimed to expand upon VR practices and treatment in regards to alcohol research. In this experiment, 70 participants, 39 females and 31 males, were exposed to two VR alcohol and two Imagery alcohol cue environments. Subject craving and psychophysiological measures were taken across all four scenes and all baselines. Overall, craving measures demonstrated that female nondrinkers developed higher cravings during Imagery. Conversely, male social drinkers demonstrated higher cravings during VR. This study supports the use of VR environments in the study of alcohol cue reactivity.

Identiferoai:union.ndltd.org:ucf.edu/oai:stars.library.ucf.edu:honorstheses1990-2015-2146
Date01 May 2011
CreatorsLabriola, Nicole
PublisherSTARS
Source SetsUniversity of Central Florida
LanguageEnglish
Detected LanguageEnglish
Typetext
Formatapplication/pdf
SourceHIM 1990-2015

Page generated in 0.0019 seconds