Scientists are using VR to study cocaine cravings

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Scientists are investigating the potential of virtual reality technology to help combat cocaine addiction. In a new study published in Addictive Behaviors Reports, researchers have demonstrated that virtual reality exposure to cocaine cues can induce significant cravings in users. These findings lay the groundwork for future research into VR as a tool for treating cocaine addiction.

Cocaine use poses a significant public health problem, with notable social and economic costs. In the United States, the annual social cost is estimated at $45.5 billion, while in France, the annual prevalence of cocaine use was 1.6% in 2017. Moreover, 16% of individuals who use cocaine develop cocaine use disorder, characterized by intense cravings and a high risk of relapse.

Traditional methods of craving induction often fall short in creating realistic and immersive environments, leading researchers to explore VR as a more effective tool. VR’s ability to provide a controlled, multi-sensory, and immersive experience could enhance the study and treatment of cravings, potentially improving outcomes for those with cocaine use disorder.

“Substance use disorders (SUD), or ‘addictions,’ imply a loss of control over drug use and are of major public health concern. One key target for addiction therapy can be to manage craving, i.e. the obsessive, distressful and involuntary motivation for substance use,” said study author Thomas Lehoux, a doctoral candidate at the LPC and ICube laboratories at the University of Strasbourg.

“Indeed, this craving can be automatically elicited in everyday life contexts such as the one of your sofa place, in which you’re used to drink a beer with your friends. We thus immediately believed in the virtual reality clinical potential for treating SUD, since this technology allows to simulate and control these specific contexts in a way that patients can learn to address their craving in more realistic, engaging and safer situations. However, the feasibility and interest of virtual reality exposure to cocaine-related environments were yet to be explored.”

For their study, the researchers recruited 11 adult cocaine users who had used the drug within 30 days prior to the study. These participants were sourced from a treatment center in Strasbourg, France, and were screened to exclude individuals with certain mental health conditions or other factors that could interfere with the study.

Participants attended three 90-minute sessions. In the first session, they were assessed for eligibility. The second session involved practicing paced breathing relaxation techniques, which would later be used to help manage cravings. In the final session, participants were exposed to three consecutive 10-minute VR tasks: a neutral VR environment, a cocaine-related VR environment, and a relaxation session.

The VR exposure was conducted using Meta Quest 2 headsets, providing an immersive, interactive experience. The neutral VR scenario placed participants in a virtual apartment with neutral picture frames on the walls, while the cocaine-related VR scenario involved the same setting but included drug paraphernalia and scenarios of cocaine use. The relaxation session involved paced breathing exercises to help manage any cravings induced by the cocaine-related VR exposure.

The researchers found that exposure to cocaine-related cues in VR significantly increased self-reported cravings among participants. This craving was notably higher compared to the neutral VR environment, indicating that VR could effectively simulate real-life scenarios that trigger drug cravings.

Interestingly, while the cocaine-related VR exposure heightened cravings, it did not significantly impact the participants’ emotional states or their self-efficacy in managing these cravings. However, following the relaxation session, participants reported a significant decrease in cravings and negative emotions, along with an increase in positive emotions. This suggests that relaxation techniques could be a valuable tool in managing the acute discomfort associated with cravings induced by VR exposure.

“One starting step for future cocaine craving focused-virtual reality therapeutic studies interventions is 1) to enable patients virtual reality exposure to typical cocaine use-related situations and 2) to induce cocaine craving, that they will then learn to manage in ‘real-life’ conditions,” Lehoux explained. “Our results suggest that virtual reality exposure to cocaine use-related situations is feasible and, compared to virtual reality exposure to neutral situations, capable to induce up to large cocaine craving in cocaine users.”

The study’s limitations primarily stem from its small sample size of 11 participants, which restricts the generalizability of the findings. As a feasibility study, its main focus was to examine whether virtual reality exposure could effectively induce cocaine cravings and whether participants could tolerate and benefit from the intervention.

“Our controlled study provided encouraging foundations for steering future research towards VR-based clinical applications for cocaine use disorder that remains, to date, unexplored,” Lehoux said.

The study, “Towards virtual reality exposure therapy for cocaine use disorder: A feasibility study of inducing cocaine craving through virtual reality,” was authored by Thomas Lehoux, Christelle Nithart Porche, Antonio Capobianco, Miguel Gervilla, Flavien Lecuyer, Julien Anthouard, and Luisa Weiner.