Virtual world therapeutic for addicts, says researcher

April 29th, 2008 - 3:47 pm ICT by admin  

Washington, Apr 29 (ANI): Patients trying to overcome their addictions in therapy have a new arena to test their coping skillsthe virtual world.

According to University of Houston Associate Professor Patrick Bordnick, a Virtual Reality (VR) environment can provide the climate necessary to spark an alcohol craving so that patients can practice how to say no in a realistic and safe setting.

As a therapist, I can tell you to pretend my office is a bar, and I can ask you to close your eyes and imagine the environment, but youll know that its not real, Bordnick said.

In this virtual environment you are at a bar or at a party or in a real-life situation. What we found was that participants had real-life responses, he said.

In a research, Bordnick, of the UH Graduate College of Social Work, investigated VR as a tool for assessing and treating addictions.

He studied 40 alcohol-dependent people who were not receiving treatment (32 men and eight women). Wearing a VR helmet, each was guided through 18 minutes of virtual social environments that included drinking. The participants drink of choice was included in each scene.

Using a game pad, each rated his or her cravings and attention to the alcohol details in each room. Each then was interviewed following the experience.

What we found was that the VR environments were real enough that their cravings were intensified. So, now we can develop coping skills, practice them in those very realistic environments until those skills are working tools for them to use in real life, Bordnick said.

His VR environments, developed with a company called Virtually Better, feature different scenarios that an addict may find challenging: a bar with imbibing patrons, a house party with guests drinking and smoking, a convenient store with cigarettes and alcoholic beverages within reach, a designated smoking section outside of a building or a room with an arguing couple.

The environments use actors in each scene as opposed to computer-generated characters. In addition, the study added another layer of realism.

A device sprayed the air with scents the participant may encounter in the various scenarioscigarette smoke, alcoholic beverages, pizza or aromas associated with the outdoors.

This study shows us the value of using virtual reality as a tool for assessing and treating addictions. Future studies should explore the importance of environmental settings and other cues on cravings and relapse, Bordnick said.

The study is published online in the journal Addictive Behaviors. (ANI)

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