Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments

Drinking-related behavior in college students represents a public concern with consequences for health and academic performance. The aim of the present study was to determine which measures (behavioral and self-reported measures of craving and anxiety) differentiate best between light- and heavy-dri...

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Autores: Ghiţă, Alexandra, Ferrer, Marta (Ferrer García), Gutiérrez Maldonado, José
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2017
País:España
Institución:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
Repositorio:Recercat. Dipósit de la Recerca de Catalunya
OAI Identifier:oai:recercat.cat:2445/175580
Acceso en línea:https://hdl.handle.net/2445/175580
Access Level:acceso abierto
Palabra clave:Consum d'alcohol
Ansietat
Realitat virtual
Drinking of alcoholic beverages
Anxiety
Virtual reality
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spelling Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environmentsGhiţă, AlexandraFerrer, Marta (Ferrer García)Gutiérrez Maldonado, JoséConsum d'alcoholAnsietatRealitat virtualDrinking of alcoholic beveragesAnxietyVirtual realityDrinking-related behavior in college students represents a public concern with consequences for health and academic performance. The aim of the present study was to determine which measures (behavioral and self-reported measures of craving and anxiety) differentiate best between light- and heavy-drinking college students when exposed to a virtual reality (VR) alcohol-cue environment. 25 college students participated in this study, of whom 13 were light drinkers (standard drink units (SDU)/month ≤ 10) and 12 heavy drinkers (SDU)/month ≥ 11). Participants completed the Alcohol Use Disorder Identification Test (AUDIT) before exposure to the VR environment. Heavy drinkers scored higher than light drinkers on AUDIT. The virtual environment consisted of four situations: restaurant, bar, chill-out area, and bedroom, where participants could choose alcoholic or non-alcoholic beverages. An Oculus Rift DK2 headset was used as the HMD. In each situation, craving and anxiety were self-reported on a visual analog scale (VAS, from 0 to 10). The results showed differences between groups in the type of beverage chosen in the VR situations, whereby heavy drinkers chose alcoholic drinks more frequently. However, no statistically significant differences were found between groups in craving or anxiety levels reported on the VAS during VR exposure. Heavy-drinking students show a preference for alcoholic beverages in all VR situations compared with light drinkers, but do not experience different levels of craving or anxiety as assessed with VAS. If virtual environments are used to detect heavy drinking cases, behavioral parameters such as choosing between alcoholic or non-alcoholic cues seem more suitable than self-reports of craving or anxiety. Nevertheless, future studies are necessary to determine whether more objective measures of craving and anxiety (eye tracking or psychophysiological responses) perform better than selfreports in differentiating between heavy and light drinking.Interactive Media Institute2021202120172021info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersion6 p.application/pdfhttps://hdl.handle.net/2445/175580Articles publicats en revistes (Psicologia Clínica i Psicobiologia)reponame:Recercat. Dipósit de la Recerca de Catalunyainstname:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)InglésReproducció del document publicat a: https://www.medsci.cn/sci/show_paper.asp?id=4951a115e5375c56Annual Review of CyberTherapy and Telemedicine, 2017, vol. 15, p. 135-140cc-by-nc-nd (c) Interactive Media Institute, 2017http://creativecommons.org/licenses/by-nc-nd/3.0/esinfo:eu-repo/semantics/openAccessoai:recercat.cat:2445/1755802026-05-29T05:05:01Z
dc.title.none.fl_str_mv Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
title Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
spellingShingle Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
Ghiţă, Alexandra
Consum d'alcohol
Ansietat
Realitat virtual
Drinking of alcoholic beverages
Anxiety
Virtual reality
title_short Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
title_full Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
title_fullStr Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
title_full_unstemmed Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
title_sort Behavioral, craving, and anxiety responses among light and heavy drinking college students in alcohol-related virtual environments
dc.creator.none.fl_str_mv Ghiţă, Alexandra
Ferrer, Marta (Ferrer García)
Gutiérrez Maldonado, José
author Ghiţă, Alexandra
author_facet Ghiţă, Alexandra
Ferrer, Marta (Ferrer García)
Gutiérrez Maldonado, José
author_role author
author2 Ferrer, Marta (Ferrer García)
Gutiérrez Maldonado, José
author2_role author
author
dc.subject.none.fl_str_mv Consum d'alcohol
Ansietat
Realitat virtual
Drinking of alcoholic beverages
Anxiety
Virtual reality
topic Consum d'alcohol
Ansietat
Realitat virtual
Drinking of alcoholic beverages
Anxiety
Virtual reality
description Drinking-related behavior in college students represents a public concern with consequences for health and academic performance. The aim of the present study was to determine which measures (behavioral and self-reported measures of craving and anxiety) differentiate best between light- and heavy-drinking college students when exposed to a virtual reality (VR) alcohol-cue environment. 25 college students participated in this study, of whom 13 were light drinkers (standard drink units (SDU)/month ≤ 10) and 12 heavy drinkers (SDU)/month ≥ 11). Participants completed the Alcohol Use Disorder Identification Test (AUDIT) before exposure to the VR environment. Heavy drinkers scored higher than light drinkers on AUDIT. The virtual environment consisted of four situations: restaurant, bar, chill-out area, and bedroom, where participants could choose alcoholic or non-alcoholic beverages. An Oculus Rift DK2 headset was used as the HMD. In each situation, craving and anxiety were self-reported on a visual analog scale (VAS, from 0 to 10). The results showed differences between groups in the type of beverage chosen in the VR situations, whereby heavy drinkers chose alcoholic drinks more frequently. However, no statistically significant differences were found between groups in craving or anxiety levels reported on the VAS during VR exposure. Heavy-drinking students show a preference for alcoholic beverages in all VR situations compared with light drinkers, but do not experience different levels of craving or anxiety as assessed with VAS. If virtual environments are used to detect heavy drinking cases, behavioral parameters such as choosing between alcoholic or non-alcoholic cues seem more suitable than self-reports of craving or anxiety. Nevertheless, future studies are necessary to determine whether more objective measures of craving and anxiety (eye tracking or psychophysiological responses) perform better than selfreports in differentiating between heavy and light drinking.
publishDate 2017
dc.date.none.fl_str_mv 2017
2021
2021
2021
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://hdl.handle.net/2445/175580
url https://hdl.handle.net/2445/175580
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Reproducció del document publicat a: https://www.medsci.cn/sci/show_paper.asp?id=4951a115e5375c56
Annual Review of CyberTherapy and Telemedicine, 2017, vol. 15, p. 135-140
dc.rights.none.fl_str_mv cc-by-nc-nd (c) Interactive Media Institute, 2017
http://creativecommons.org/licenses/by-nc-nd/3.0/es
info:eu-repo/semantics/openAccess
rights_invalid_str_mv cc-by-nc-nd (c) Interactive Media Institute, 2017
http://creativecommons.org/licenses/by-nc-nd/3.0/es
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv 6 p.
application/pdf
dc.publisher.none.fl_str_mv Interactive Media Institute
publisher.none.fl_str_mv Interactive Media Institute
dc.source.none.fl_str_mv Articles publicats en revistes (Psicologia Clínica i Psicobiologia)
reponame:Recercat. Dipósit de la Recerca de Catalunya
instname:Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
instname_str Varias* (Consorci de Biblioteques Universitáries de Catalunya, Centre de Serveis Científics i Acadèmics de Catalunya)
reponame_str Recercat. Dipósit de la Recerca de Catalunya
collection Recercat. Dipósit de la Recerca de Catalunya
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repository.mail.fl_str_mv
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