Using Virtual Reality to Regulate Affect for Patients with Substance Use Disorder

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Drug overdose deaths are the leading cause of injury death in the United States—approximately 72,000 people died last year from overdose deaths (CDC, 2017). Substance use disorders often develop on top of strong emotional processes and negative experiences; for many, intoxication becomes a way to cope with negative affect. For others, they are a source of positive affect and hedonic gain. In order to prevent relapse, interventions must be immediately accessible to break maladaptive cycles of self-regulation. Immersive virtual reality (VR) may provide immediate access environments that elicit positive hedonic responses, as well as serve as portals to cognitive and behavioral interventions. Data collected immediately before and after 241 first- time exposures to VR games at a residential rehab facility suggests that VR not only decreased negative affect but increased positive affect too (something that prescription medications cannot do). Interviews with 20 patients reveal potential mechanisms for further exploration. By changing the context of a patient’s thoughts, feelings, behaviors and physiology, VR is able to alter mood. This cognitive behavioral immersion may be a viable tool to teach cognitive behavioral skill, regulate affect, and prevent relapse after discharge by providing an immediate alternative behavior to substance use.

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substance use disorders, addiction, affective regulation, relapse prevention, cognitive behavioral therapy, virtual reality

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