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Virtual reality cue reactivity
・ Virtual reality in telerehabilitation
・ Virtual Reality in the Schools
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Virtual reality cue reactivity : ウィキペディア英語版
Virtual reality cue reactivity
Virtual Reality Cue Reactivity (VRCR) is an innovative computer-enhanced methodology used to assess behavioral and physiological reactivity to drug and alcohol triggers (cues). Studies indicate that cue reactivity—a response to the presentation of various visual, auditory, olfactory, and tactile cues—increases physiological excitement in addicts.〔Bordnick, Patrick S., et al. "Assessing Reactivity to Virtual Reality Alcohol Based Cues." Addictive Behaviors, 33.6 (2008): 743-56.〕 VRCR utilizes virtual reality (VR) technology to stimulate cue reactivity in the most efficient and realistic environments possible; the intention being that coping skills can be taught in a contextual scenario that reflect a real world situation. While still in the early stages of development, studies have shown that VRCR is an effective means of generating a craving-inspiring environment that is tempting to a patient suffering from addiction.
==Use in addiction==
Studies have indicated that cue exposure in patients is closely related to increases in physiological responses. In addition, situational cues are also a leading cause in triggering relapse. People suffering from addiction have a tendency to attribute their addiction to specific scenarios or events.〔Bordnick, Patrick S., et al. "Virtual Reality Cue Reactivity Assessment in Cigarette Smokers." CyberPsychology & Behavior 8.5 (2005): 487-92.〕 For example, a smoker might have a habit of only smoking on his porch. Consequently, whenever he is near or around his porch, he connects it to smoking, and a craving is initiated by the mere proximity. This is an example of the classical conditioning theory, which describes how a specific cue can trigger an entirely separate reaction.〔
One of the most effective ways to avoid patient relapse is to instruct them on coping skills—ideally in the most detrimental cue exposure settings possible. The idea being that if patients can learn to deny their cravings in a controlled environment, denial in a real world environment will be easier.〔Lee, Jang Han, et al. "Experimental Application of Virtual Reality for Nicotine Craving through Cue Exposure." CyberPsychology & Behavior 6.3 (2003): 275-80.〕 Virtual reality helps to emulate a near lifelike situation, complete with sights, sounds, smells, and movement.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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