Chan-Bin Park1, Su Mi Park2, Ah Reum Gwak2, Bo Kyung Sohn3, Jun-Young Lee3, Hee Yeon Jung3, Sam-Wook Choi4, Dai Jin Kim5, Jung-Seok Choi6. 1. Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, Republic of Korea; Center for Defense Management, Korea Institute for Defense Analyses, Seoul, Republic of Korea. 2. Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, Republic of Korea. 3. Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, Republic of Korea; Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea. 4. Department of Psychiatry, Gangnam Eulji Hospital, Eulji University, Seoul, Republic of Korea. 5. Department of Psychiatry, Seoul St. Mary's Hospital, The Catholic University of Korea College of Medicine, Seoul, Republic of Korea. 6. Department of Psychiatry, SMG-SNU Boramae Medical Center, Seoul, Republic of Korea; Department of Psychiatry, Seoul National University College of Medicine, Seoul, Republic of Korea. Electronic address: choijs73@gmail.com.
Abstract
INTRODUCTION: This study aimed to investigate the effectiveness of using a virtual reality (VR) casino environment in cue exposure therapy (CET) for gambling. The main objective of this study was to assess the ability of five VR casino cues to elicit subjective reactions and physiological responses that can be used within the CET paradigm. A second objective was to analyze changes in participants' urge to gamble after repeated exposure to a VR casino program and relaxation training. METHODS: Twelve recreational gamblers were exposed to five virtual environments with casino-related cues that reproduced typical gambling situations. Self-reported subjective urges and psychophysiological responses were recorded during exposure. RESULTS: All virtual environments with casino-related cues generated craving in recreational gamblers, whereas no increase in the psychophysiological variables was observed. In addition, urges to gamble elicited by VR casino environment reduced through repeated exposure and relaxation training. CONCLUSION: These findings provide evidence of the effectiveness of VR for simulating casino environments in the treatment of gambling.
INTRODUCTION: This study aimed to investigate the effectiveness of using a virtual reality (VR) casino environment in cue exposure therapy (CET) for gambling. The main objective of this study was to assess the ability of five VR casino cues to elicit subjective reactions and physiological responses that can be used within the CET paradigm. A second objective was to analyze changes in participants' urge to gamble after repeated exposure to a VR casino program and relaxation training. METHODS: Twelve recreational gamblers were exposed to five virtual environments with casino-related cues that reproduced typical gambling situations. Self-reported subjective urges and psychophysiological responses were recorded during exposure. RESULTS: All virtual environments with casino-related cues generated craving in recreational gamblers, whereas no increase in the psychophysiological variables was observed. In addition, urges to gamble elicited by VR casino environment reduced through repeated exposure and relaxation training. CONCLUSION: These findings provide evidence of the effectiveness of VR for simulating casino environments in the treatment of gambling.
Authors: Jessica L Maples-Keller; Brian E Bunnell; Sae-Jin Kim; Barbara O Rothbaum Journal: Harv Rev Psychiatry Date: 2017 May/Jun Impact factor: 3.732