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The Use of Virtual Reality in Craving Assessment and Cue-Exposure Therapy in Substance Use Disorders

Overview of attention for article published in Frontiers in Human Neuroscience, October 2014
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (93rd percentile)
  • High Attention Score compared to outputs of the same age and source (89th percentile)

Mentioned by

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2 news outlets
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8 X users
video
1 YouTube creator

Citations

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158 Dimensions

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325 Mendeley
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Title
The Use of Virtual Reality in Craving Assessment and Cue-Exposure Therapy in Substance Use Disorders
Published in
Frontiers in Human Neuroscience, October 2014
DOI 10.3389/fnhum.2014.00844
Pubmed ID
Authors

Antoine Hone-Blanchet, Tobias Wensing, Shirley Fecteau

Abstract

Craving is recognized as an important diagnosis criterion for substance use disorders (SUDs) and a predictive factor of relapse. Various methods to study craving exist; however, suppressing craving to successfully promote abstinence remains an unmet clinical need in SUDs. One reason is that social and environmental contexts recalling drug and alcohol consumption in the everyday life of patients suffering from SUDs often initiate craving and provoke relapse. Current behavioral therapies for SUDs use the cue-exposure approach to suppress salience of social and environmental contexts that may induce craving. They facilitate learning and cognitive reinforcement of new behavior and entrain craving suppression in the presence of cues related to drug and alcohol consumption. Unfortunately, craving often overweighs behavioral training especially in real social and environmental contexts with peer pressure encouraging the use of substance, such as parties and bars. In this perspective, virtual reality (VR) is gaining interest in the development of cue-reactivity paradigms and practices new skills in treatment. VR enhances ecological validity of traditional craving-induction measurement. In this review, we discuss results from (1) studies using VR and alternative virtual agents in the induction of craving and (2) studies combining cue-exposure therapy with VR in the promotion of abstinence from drugs and alcohol use. They used virtual environments, displaying alcohol and drugs to SUD patients. Moreover, some environments included avatars. Hence, some studies have focused on the social interactions that are associated with drug-seeking behaviors and peer pressure. Findings indicate that VR can successfully increase craving. Studies combining cue-exposure therapy with virtual environment, however, reported mitigated success so far.

X Demographics

X Demographics

The data shown below were collected from the profiles of 8 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 325 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 2 <1%
Germany 1 <1%
United Kingdom 1 <1%
Netherlands 1 <1%
Spain 1 <1%
Argentina 1 <1%
Unknown 318 98%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 45 14%
Student > Bachelor 43 13%
Researcher 40 12%
Student > Master 40 12%
Student > Doctoral Student 24 7%
Other 50 15%
Unknown 83 26%
Readers by discipline Count As %
Psychology 96 30%
Medicine and Dentistry 31 10%
Neuroscience 23 7%
Social Sciences 16 5%
Computer Science 15 5%
Other 52 16%
Unknown 92 28%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 23. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 09 September 2022.
All research outputs
#1,437,225
of 23,534,053 outputs
Outputs from Frontiers in Human Neuroscience
#680
of 7,312 outputs
Outputs of similar age
#17,092
of 260,001 outputs
Outputs of similar age from Frontiers in Human Neuroscience
#27
of 243 outputs
Altmetric has tracked 23,534,053 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 93rd percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 7,312 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.5. This one has done particularly well, scoring higher than 90% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 260,001 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 93% of its contemporaries.
We're also able to compare this research output to 243 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 89% of its contemporaries.