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Sam-Wook Choi
Jung-Seok Choi
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Addictive Behaviors
Short Communication
H I G H L I G H T S
a r t i c l e
i n f o
a b s t r a c t
Introduction: This study aimed to investigate the effectiveness of using a virtual reality (VR) casino environment
in cue exposure therapy (CET) for gambling. The main objective of this study was to assess the ability of ve VR
casino cues to elicit subjective reactions and physiological responses that can be used within the CET paradigm. A
second objective was to analyze changes in participants' urge to gamble after repeated exposure to a VR casino
program and relaxation training.
Methods: Twelve recreational gamblers were exposed to ve virtual environments with casino-related cues that
reproduced typical gambling situations. Self-reported subjective urges and psychophysiological responses were
recorded during exposure.
Results: All virtual environments with casino-related cues generated craving in recreational gamblers, whereas
no increase in the psychophysiological variables was observed. In addition, urges to gamble elicited by VR casino
environment reduced through repeated exposure and relaxation training.
Conclusion: These ndings provide evidence of the effectiveness of VR for simulating casino environments in the
treatment of gambling.
2014 Elsevier Ltd. All rights reserved.
1. Introduction
Pathological gambling (PG) is a progressive and recurrent maladaptive pattern of gambling behavior characterized by increased preoccupation with gambling activities, loss of control over such behavior, and
continued gambling despite problems in social or occupational functioning (American Psychiatric Association, 2000). It is associated with
Corresponding author at: Department of Psychiatry, SMG-SNU Boramae Medical
Center, 20 Boramae-ro 5-gil, Dongjak-gu, Seoul 156-707, Republic of Korea. Tel.: +82 2
870 3461; fax: +82 2 831 2826.
E-mail address: choijs73@gmail.com (J.-S. Choi).
http://dx.doi.org/10.1016/j.addbeh.2014.09.027
0306-4603/ 2014 Elsevier Ltd. All rights reserved.
signicant nancial losses and disrupted interpersonal and familial relationships (Blanco, Hasin, Petry, Stinson, & Grant, 2006).
Cue exposure therapy (CET) refers to repeated exposure to drugrelated cues aimed at reducing reactivity to such cues via extinction
(Conklin & Tiffany, 2002). Craving and cue reactivity have been conceptualized as classically conditioned responses, and CET is based on the
notion that prolonged and repeated non-reinforced presentation of
cues will result in a gradual diminution of the urge through Pavlovian
extinction. Several authors have reported that virtual reality (VR) is an
effective approach to reducing cue reactivity related to alcohol, cannabis, and cigarettes (Bordnick, Graap, Copp, Brooks, & Ferrer, 2005;
Bordnick et al., 2008, 2009; Choi et al., 2011).
62
biofeedback unit and the BioGraph Inniti ver. 4.0 software (ProComp;
Thought Technology Ltd., Quebec, Canada). Detailed information on the
psychophysiological measures was also described in the previous report
(Choi et al., 2011).
2.1. Participants
All statistical analyses were conducted with SPSS ver. 17.0 (SPSS Inc.,
Chicago, IL). A repeated-measures ANOVA was used to evaluate differences in the target variables among the scenes in Experiment 1 and
among the sessions in Experiment 2. LSD post hoc comparisons were
used for comparing the mean urge at each moment. Statistical analysis
was two-tailed, and signicance was set at p b 0.05.
We recruited subjects through advertisements posted at an outpatient clinic. Those eligible to participate had a basic interest in gambling
for recreational purposes; score on the South Oaks Gambling Screen
(SOGS; Lesieur & Blume, 1987) of 4 or less; and no history of excessive
gambling. One reason for recruiting recreational gamblers was that
they have reported levels of cue-elicited urges similar to those reported
by pathological gamblers in response to the videotaped excitinggambling scenarios used in a previous study (Sodano & Wulfert,
2010). Twelve male participants were enrolled in this study. The sample
had an average age of 32.32 (SD: 6.43) years, and their average number
of years of education was 16.2 (SD: 1.95). This study was conducted in
accordance with the Declaration of Helsinki. The Institutional Review
Boards of the SMG-SNU Boramae Medical Center approved the study
protocol, and all subjects provided written informed consent prior to
participation. Each participant received compensation of approximately
$30 for participating in each session of the study.
2.2. Instrument and variables
2.2.1. Virtual environment
The three-dimensional (3D) VR environments were implemented
on a high-speed PC computer, and visual stimuli were delivered to
three surround screens (80 in.) via three LCD digital projectors
(LX400; Christie Digital Systems, Cypress, CA, USA). A motion controller
(WING; iStation, AnYang, Republic of Korea) was interfaced with the
computer to control the 3D features and measure subjective urges.
Urge to gamble was assessed by means of a visual analogue scale
(VAS) that was incorporated in the virtual environments. Participants
were asked to rate the strength of their urge at a precise moment
using a scale ranging from 0 (no desire) to 100 (intense desire). Urge
was assessed pre-exposure, during exposure, and post-exposure.
Detailed information on the virtual environment was described in the
previous report (Choi et al., 2011; Park et al., 2014).
2.2.2. Psychophysiological measures
Psychophysiological response data (electromyography (EMG), skin
conductance (SC), and heart rate (HR)) were acquired during each VR
exposure session using the multi-modality encoding system of the
2.3. Procedure
2.3.1. Experiment 1
Before the session started, baseline psychophysiological measures
were recorded for each participant 3 min prior to exposure to the virtual
environments. After the baseline measurements, participants watched a
3-min relaxation video, followed by each of ve casino scenes. Psychophysiological responses were monitored throughout the session. One
session lasted about 40 min. Snapshots of the restful video and 5 casino
scenes are displayed in Fig. 1.
2.3.2. Experiment 2
Participants in Experiment 1 engaged in ve weekly gambling-cue
exposure sessions. Experiment 2 involved an additional ve sessions
that followed the identical procedures used in Experiment 1. To control
for the carryover effect of craving that accumulated over the course of
exposures, the order of the ve casino scenes in each session was
counterbalanced.
3. Results
In the rst section of Table 1, Experiment 1 shows the mean subjective gambling urges reported by participants, as well as their psychophysiological responses before and after exposure to the virtual
environments. According to these data, all scenes with casino cues
succeeded in increasing participants' subjective urges. The results of
the repeated-measures ANOVAs revealed signicant differences in subjective urge across scenarios (F(3.83, 42.13) = 8.19, p = .00). Post hoc
comparisons showed the mean urges in the casino scenes differed signicantly from those during the rest of the scenarios. The virtual scene
eliciting the most pronounced urges involved playing a casino game.
In contrast, no signicant changes in the psychophysiological measures
across the scenarios were observed.
In the second section of Table 1, Experiment 2 presents the changes
in the urge to gamble during exposure to multiple sessions. The urge to
gamble was reduced after repeated exposure to two cues: playing a casino game and discussing gambling with a colleague. The results revealed signicant differences across sessions in the subjective urge
elicited by playing a casino game (F(3.06, 33.64) = 3.05, p = .04).
Post hoc analysis conrmed that scores obtained during sessions 2, 3,
4, and 5 were lower than those at baseline. The level of the urges elicited
by the cue involving discussing gambling with a colleague also differed
across sessions (F(2.44, 26.79) = 3.36, p = .04). The mean urge reported in sessions 3 and 5 was lower than those reported at baseline and
that the urge reported in session 5 was lower than those reported in sessions 2 and 4. Consistent with the results of Experiment 1, psychophysiological measures did not signicantly change across sessions.
4. Discussion and conclusion
To our knowledge, this is the rst study to evaluate the effect of CET
on the urge to gamble using VR system with a design including multiple
63
Fig. 1. Snapshots of the restful video and 5 casino scenes. Participants watched a 3-min relaxation video to relieve residual tension. While watching the relaxation video, participants were
asked to maintain abdominal breathing under the direction of the research coordinator. Then, participants were exposed to a training environment in which they received instructions
about how to move and interact in the virtual world. This helped them get used to interacting with the virtual environment as well as learn how to input commands. Then, participants
were exposed to each of ve casino scenes: a) navigating the casino environment, b) choosing the amount of chips exchanged, c) witnessing a jackpot scene, d) playing a casino game, and
e) discussing gambling with a colleague. The ve scenes were selected based on clinical interviews with patients with gambling problems and discussion with an experienced addiction
specialist.
the population being exposed (Conklin & Tiffany, 2002; Symes &
Nicki, 1997). VR enables such adjustments and makes it possible to
recreate the complexity of a gambling environment and its numerous
associated stimuli while also controlling these stimuli (Giroux et al.,
2013). The participants' urge to gamble was the strongest when they
were exposed to the scene that involved actually playing a casino
game. This nding is consistent with a previous research showing that
an individual's movements within an environment reinforced the
sense that they were actually present, contributing to the realism of
the experience and the intensity of their reactions (Wiederhold &
Wiederhold, 2005).
Table 1
Changes in gambling related variables on Experiments 1 and 2.
Experiment 1 a
VAS
(M
SC
(M
EMG
(M
HR
(M
F statistic Post-hoc
12.92 15.14 13.75 17.47 30.83 22.85 36.67 23.68 37.67 23.72 43.33 28.87 35.83 31.25 20.83 24.01 8.19
a b c, d, e, f, g
SD)
3.13
12.28 19.43 13.36 20.88 14.75 19.68 14.83 22.00 19.35 30.15 18.54 30.34 14.91 28.29 15.99 26.09
.40
.98
0.66 0.34
0.68 0.44
0.75 0.47
0.77 0.47
0.75 0.45
0.77 0.48
0.76 0.44
0.79 0.55
SD)
SD)
71.64 7.23
72.16 8.57
72.97 8.23
SD)
Experiment 2
VAS (M SD)
Session 1
Session 2
Session 3
Session 4
Session 5
Session 6
F statistic
Post-hoc
a
b
c
d
e
f
g
12.92
13.75
30.83
36.67
37.67
43.33
35.83
10.42
10.83
25.00
28.75
27.08
27.08
32.92
12.08
10.83
26.25
18.75
18.33
25.25
18.75
11.67
10.83
26.25
29.58
23.33
23.33
24.58
8.33
7.92
19.58
22.50
26.67
19.83
12.92
7.50
6.25
19.58
22.08
27.50
30.58
21.67
.65
.89
1.09
2.35
1.56
3.05
3.36
20.83 24.01
Sessions 1 N 2, 3, 4, 5
Sessions 1 N 3, 5;
sessions 2 N 5; sessions 4 N 5
15.14
17.47
22.85
23.68
23.72
28.87
31.25
16.85
15.50
28.76
31.20
23.01
20.94
32.44
15.00 18.22
19.24
20.76
23.85
19.20
20.49
23.93
22.78
8.33 13.54
21.98
21.83
28.37
28.24
29.57
26.91
28.72
13.33 20.49
14.67
12.70
26.32
26.59
29.95
27.89
18.27
9.00 15.56
13.57
11.51
19.59
20.94
23.88
27.38
24.71
9.58 16.02
2.24
Note: F statistics were calculated based on Huynh-Feldt Epsilon correction; post-hoc comparison-LSD; a no exposure, b restful video, c navigating the casino environment,
d choosing the amount of chips exchanged, e witnessing a jackpot scene, f playing a casino game, g discussing gambling with a colleague, h restful video; VAS visual
analogue scale, SC skin conductance, EMG electromyography, HR heart rate; session 1 = experiment 1 (baseline).
p b .05.
p b .01.
64
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