Cocaine Use Disorder, Virtual Reality Exposure Therapy
Conditions
Keywords
Virtual Reality, Cocaine Craving, Cue Exposure Therapy
Brief summary
Our study main objective is to test whether virtual reality exposure could elicit cocaine craving and its physiological arousal in cocaine users. Investigators aim to compare self-reported cocaine craving, self-efficacy to cope with craving and emotional states levels in 11 voluntary and adults cocaine users in 3 consecutive 10-mins conditions: Neutral VR (virtual reality exposure to neutral stimuli), Cocaine VR (virtual reality exposure to cocaine use-related stimuli) and Relaxation (respiratory relaxation).
Interventions
Virtual reality exposure to neutral stimuli (360 degrees visual and audio immersion with Oculus Quest 2 virtual reality headset). Participants stay sitted on chair and can tilt, rotate and move forward and backward upper body members. No interaction with the investigator during the virtual reality immersion.
Respiratory relaxation practise. No interaction with the investigator during the relaxation practise.
Virtual reality exposure to cocaine-related stimuli (360 degrees visual and audio immersion with Oculus Quest 2 virtual reality headset). Participants stay sitted on chair and can tilt, rotate and move forward and backward upper body members. No interaction with the investigator during the virtual reality immersion.
Sponsors
Study design
Eligibility
Inclusion criteria
\- Cocaine use within the past 28 days
Exclusion criteria
* Actual manic or hypomanic episode (MINI, Lecrubier and al., 1998) * Actual psychotic episode (MINI, Lecrubier and al., 1998) * Actual high suicidal risk (MINI, Lecrubier and al., 1998) * Being involved in incarceration procedure * Medical risk for safety while physiological arousal (e.g. cardiac disease) * Disability for performing virtual reality task (e.g. blindness or deafness) * Significant motion sickness symptoms (SSQ pre-post total score ≥ 15, Bimberg et al., 2020)
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Cocaine Craving Intensity | Immediatly after Neutral VR, Cocaine VR and Relaxation (10 mins between each measure) | Change in self-reported cocaine craving intensity between 3 consecutive interventions: Neutral VR, Cocaine VR and Relaxation (CCQ-Brief total score, french version; Karila and al., 2011). CCQ-Brief total score varies from 10 to 70 (higher score suggesting higher craving intensity). |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Self-Efficacy to Cope with Cocaine Craving without Using | Immediatly after Neutral VR, Cocaine VR and Relaxation (10 mins between each measure) | Change in self-reported efficacy level to cope with cocaine craving without using between 3 consecutive interventions: Neutral VR, Cocaine VR and Relaxation (DTCQ-8 total score, original version translated in french; Sklar and Turner, 1999). DTCQ-8 total score varies from 0 to 800 (higher score suggesting higher self-efficacy to cope with cocaine craving without using). |
| Negative Emotional States | Immediatly after Neutral VR, Cocaine VR and Relaxation (10 mins between each measure) | Change in negative emotional states level between 3 consecutive interventions: Neutral VR, Cocaine VR and Relaxation (BMIS negative emotional states total score, adapted version translated in french Mayer et al., 1988). BMIS negative emotional states total score varies from 0 to 21 (higher score suggesting higher negative emotional states). |
| Positive Emotional States | Immediatly after Neutral VR, Cocaine VR and Relaxation (10 mins between each measure) | Change in positive emotinal states level between 3 consecutive interventions: Neutral VR, Cocaine VR and Relaxation (BMIS positive emotional states total score, adapted version translated in french Mayer et al., 1988). BMIS positive emotional states total score varies from 0 to 9 (higher score suggesting higher positive emotional states). |
Countries
France