Nicotine studies
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Girard et al. (2009) [53] |
VR2/3 study into preliminary effectiveness with a clinical population, not compared to golden standard, follow-up, no power-analysis, use of randomized controlled design |
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VR-embodied learning, embedded in broader psychosocial program (n = 46)
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Computer-generated, multisensory (visual + auditory), proximal VEs: (1) medieval castle/find and crush cigarettes
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Interaction: Gamepad to control virtual arm
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4 weekly, 30 min VR sessions in first 4 weeks of psychosocial program (whole program consisted of 8 sessions in week 1, 2, 3, 4, 6, 8, 10 and 12)
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Pre-post-follow up:Post VR-post program:Follow up:
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Stronger reduction in experimental group (p < 0.05), most notably from week 4 onwards (p < 0.001)
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Abstinence status: post VR 2% (experimental group) versus 9% (control group) (n.s.), post program increased to 15% (experimental group) versus 2% (control group) (p < 0.05)
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Abstinence status (past week) 39% (experimental group) versus 20% (control group) (p < 0.05)
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Bordnick et al. (2012) [58] |
VR2 study into feasibility and preliminary effectiveness with pre-follow up and post-session evaluation and randomized controlled design |
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Progressive individualized exposure + coping skill training + NRT (n = 21)
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Computer-generated, multisensory (visual, auditory, olfactory + haptics), complex VE: (1) party, (2) driving, (3) restaurant, (4) office building and courtyard, (5) convenience store, (6) airport smoking lounge and gate
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Interaction: no/limited
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10 weekly, 60 min sessions
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Post (between-groups):
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Cigarettes/week
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Craving b
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Self-efficacy c
Pre-follow up:
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Reduced (p < 0.05, ηp2 = 0.14)
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Reduced (p < 0.05, ηp2 = 0.37)
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Increased (p < 0.05, ηp2 = 0.13)
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Reduced at 1, 2 (p < 0.05) + 6 months (p < 0.01) follow up
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Increased at 1, (p < 0.05) 2, 3 (p < 0.01) and 6 (p < 0.001) months follow up
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Caponnetto et al. (2018) [59] |
VR2 study into feasibility and preliminary effectiveness with pre-post session evaluation |
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VR-covert sensitization (n = 40)
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Shocking image, video and VR session are compared in randomized cross-over design
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Computer-generated, multisensory (visual + auditory), proximal VE that changes over time from neutral to aversive: cigarettes and smoke
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Interaction: full body (magic leap)
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3 × 15–30 min, 2 days in between sessions
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Pre-post:
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Alcohol studies
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Spagnoli et al. (2014) [57] |
VR2 study into preliminary effectiveness with pre-post session evaluation |
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VR + traditional assessment (n = 25)
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Computer-generated, complex VEs (one neutral, two involving alcohol cues and one a performance task)
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Interaction: interaction with gamepad
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1 session
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Pre-post:
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Readiness to change f
Precontemplation phase
Contemplation phase
Determination phase
Termination phase
Action phase
Maintenance phase
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Self-efficacy g
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n.s.
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n.s. (p = 0.052)
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n.s.
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Increased (p = 0.009)
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n.s.
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n.s.
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Increased (p = 0.002)
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Choi & Lee (2015) [50] |
VR2 study with focus on preliminary effectiveness with pre-post session evaluation, within-person controlled |
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VR-covert sensitization (n = 40)
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Computer-generated, aversive, multisensory (visual + auditory), context environments: (1) virtual hospital, (2) virtual subway
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Interaction: Keypad
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1 × 20 min session
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Pre-post:
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Craving h
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Implicit alcohol associations i
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Implicit alcohol eye behavior j
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Implicit alcohol attentional bias k
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HSD showed a greater reduction than LD group (p < 0.01)
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HSD showed a weaker positive association than LD group (p < 0.01)
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Reduced dwell time in both HSD and LD group (p < 0.05, η2 = 0.14)
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Reduced reaction times in both HSD and LD group (p < 0.05, η2 = 0.14)
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Methamphetamine studies
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Wang et al. (2019) [22] |
VR2 studies with focus on preliminary effectiveness with pre-post session evaluation and randomized controlled designs |
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Study 1: TS males with MD (n = 61)
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Study 2: abstaining methamphetamine abusers (n = 888, only completers included)
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Waiting list (n = 30)
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Waiting list (n = 276)
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Study 1 (n = 31) + 2 (n = 612):
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VR-covert sensitization
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360°, aversive, multisensory (visual + auditory) complex VEs. Scene1: auditory cues with social interaction; Scene 2: drugs and drug-related paraphernalia; Scene 3: METH-use social context). In the second part of the videos, participants viewed that characters in the videos experienced a distinct adverse consequence caused by METH use, totaling six videos.
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No interaction: exposure
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5 × 6 min sessions, twice weekly
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Study 1, pre-post:
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Craving e
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Liking e
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Propensity to use e
Study 2, pre-post:
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Reduced (p = 0.001)
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Reduced (p = 0.002)
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n.s.
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SDNN, RMSSD, pNN50 reduced (p < 0.001), nLF, nHF, LF/HF n.s.
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Gambling studies
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Bouchard et al. (2017) [45] |
VR2 studies with focus on integrating VR and CBT (study 2) and preliminary effectiveness (study 3) with pre-post session evaluation and randomized controlled design |
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Study 2: TS inpatient pathological gamblers, SOGS = 11.5 (n = 34)
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Study 3: TS pathological gamblers, CPGI = 20.0 (n = 25)
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VR-CBT: a hierarchy in exposure to a virtual bar or casino guides users progressively approaching machines where they can gamble. Users are invited to walk to each step of the hierarchy and apply various CBT techniques. The VR-CBT was embedded in 28-day CBT program.
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Computer-generated, multisensory (visual, auditory, haptics), complex VEs: (1) generated virtual casino, (2) generated virtual bar, with fixed locations in the VEs to explore and the sound controlled by proximity or therapist.
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Interaction: with agents and objects via mouse device (wireless mouse) and a box with pushbuttons replicating the interface panel of a real VLT.
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Study 2: 2 VR-CBT sessions
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(n = 20)
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Study 3: 4 VR-CBT sessions
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(n = 14)
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Study 2, pre-post:Study 3, pre-post:
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Severity of problem gambling m
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Number of diagnostic criteria o
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Gambling related cognitions p
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