

de Recherche et d’Innovation
en Cybersécurité et Société
Simon, J.; Grogna, D.; Rivard, M. -C.; Heck, M.; Bouchard, S.; Quertemont, E.
Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment Article de journal
Dans: Frontiers in Virtual Reality, vol. 3, 2022, ISSN: 26734192 (ISSN), (Publisher: Frontiers Media S.A.).
Résumé | Liens | BibTeX | Étiquettes: craving, cue exposure, eye tracking, immersion, virtual reality
@article{simon_assessing_2022,
title = {Assessing attentional bias for alcohol-related cues using eye tracking in a virtual reality environment},
author = {J. Simon and D. Grogna and M. -C. Rivard and M. Heck and S. Bouchard and E. Quertemont},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85139027341&doi=10.3389%2ffrvir.2022.849840&partnerID=40&md5=22d08446b9b6bf184867d77efa11932a},
doi = {10.3389/frvir.2022.849840},
issn = {26734192 (ISSN)},
year = {2022},
date = {2022-01-01},
journal = {Frontiers in Virtual Reality},
volume = {3},
abstract = {Several experimental paradigms were developed to measure attentional biases towards alcohol-related cues. However, most of them are based on reaction times to two-dimensional stimuli displayed on a computer screen, such that their ecological validity has been questioned. To address this, we integrated an eye tracking system into a virtual reality headset (ET-VR) and measured attentional biases in a subclinical population of alcohol users. In this exploratory study, forty social drinkers were recruited and immersed in a virtual bar including alcohol-related stimuli. Attentional focus was assessed using dwell time and number of fixations for these alcohol-related stimuli as well as for neutral stimuli unrelated to alcohol consumption. The results show that the number of fixations and, to a lesser extent, the dwell time for alcohol-related cues were positively correlated with the drinking motivation of the participants. In contrast, no significant correlation was found for neutral stimuli. In conclusion, the present study shows that alcohol-induced attentional biases can be studied using an ET-VR device in a subclinical population of alcohol users. Copyright © 2022 Simon, Grogna, Rivard, Heck, Bouchard and Quertemont.},
note = {Publisher: Frontiers Media S.A.},
keywords = {craving, cue exposure, eye tracking, immersion, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Simon, J.; Etienne, A. -M.; Bouchard, S.; Quertemont, E.
Alcohol Craving in Heavy and Occasional Alcohol Drinkers After Cue Exposure in a Virtual Environment: The Role of the Sense of Presence Article de journal
Dans: Frontiers in Human Neuroscience, vol. 14, 2020, ISSN: 16625161 (ISSN), (Publisher: Frontiers Media S.A.).
Résumé | Liens | BibTeX | Étiquettes: adult, alcohol withdrawal syndrome, alcoholic beverage, article, association, clinical article, controlled study, craving, cue exposure, environmental exposure, female, heavy drinking, human, immersion, male, people by drinking status, Sensation, sense of presence, social drinker, validity, virtual reality, Young Adult
@article{simon_alcohol_2020,
title = {Alcohol Craving in Heavy and Occasional Alcohol Drinkers After Cue Exposure in a Virtual Environment: The Role of the Sense of Presence},
author = {J. Simon and A. -M. Etienne and S. Bouchard and E. Quertemont},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85083289867&doi=10.3389%2ffnhum.2020.00124&partnerID=40&md5=3ea6b9154dfcdcb4b4de0accc4ca0126},
doi = {10.3389/fnhum.2020.00124},
issn = {16625161 (ISSN)},
year = {2020},
date = {2020-01-01},
journal = {Frontiers in Human Neuroscience},
volume = {14},
abstract = {The development of new technologies, and more specifically the opportunity to immerse participants in virtual controlled environments, provides a new ecological framework for researchers to study complex behaviors. This experiment aimed to compare post-immersion craving in occasional and heavy alcohol drinkers. Twenty-two occasional drinkers and eighteen heavy drinkers were recruited and immersed in a virtual bar, including alcoholic beverages. After the exposure, heavy drinkers reported a significantly higher craving than occasional drinkers. Post-immersion alcohol craving was significantly related to the levels of perceived ecological validity of the virtual environment. Finally, a moderation analysis suggested that the levels of craving more strongly increased with perceived ecological validity in heavy drinkers than in occasional drinkers. Therefore, the perceived ecological validity was an important experimental parameter to study craving in a virtual environment. These results further suggested that virtual reality might be a useful tool for both the scientific study of alcohol addiction and the treatment of alcohol dependence and relapse. © Copyright © 2020 Simon, Etienne, Bouchard and Quertemont.},
note = {Publisher: Frontiers Media S.A.},
keywords = {adult, alcohol withdrawal syndrome, alcoholic beverage, article, association, clinical article, controlled study, craving, cue exposure, environmental exposure, female, heavy drinking, human, immersion, male, people by drinking status, Sensation, sense of presence, social drinker, validity, virtual reality, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Canale, N.; Cornil, A.; Giroux, I.; Bouchard, S.; Billieux, J.
Probing gambling urge as a state construct: Evidence from a sample of community gamblers Article de journal
Dans: Psychology of Addictive Behaviors, vol. 33, no 2, p. 154–161, 2019, ISSN: 0893164X, (Publisher: Educational Publishing Foundation).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, adult, aged, anticipation, article, case report, clinical article, clinical practice, confirmatory factor analysis, craving, Cross-Sectional Studies, cross-sectional study, devices, Diagnosis, exploratory factor analysis, Factor Analysis, female, Gambling, guided imagery, human, Humans, impulsiveness, male, Middle Aged, procedures, Psychiatric Status Rating Scales, psychological rating scale, Psychometrics, psychometry, reliability, reproducibility, Reproducibility of Results, Statistical, Young Adult
@article{canale_probing_2019,
title = {Probing gambling urge as a state construct: Evidence from a sample of community gamblers},
author = {N. Canale and A. Cornil and I. Giroux and S. Bouchard and J. Billieux},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85059626617&doi=10.1037%2fadb0000438&partnerID=40&md5=7d3a08b0815d09db467360f3a385f57d},
doi = {10.1037/adb0000438},
issn = {0893164X},
year = {2019},
date = {2019-01-01},
journal = {Psychology of Addictive Behaviors},
volume = {33},
number = {2},
pages = {154–161},
abstract = {Little effort has been made to systematically test the psychometric properties of the Gambling Craving Scale (GACS; Young & Wohl, 2009). The GACS is adapted from the Questionnaire on Smoking Urges (Tiffany & Drobes, 1991) and thus measures gambling-related urge. Crucially, the validation of scales assessing gambling urge is complex because this construct is better conceptualized as a state (a transient and contextdetermined phenomenon). In the present study, we tested the psychometric properties of the French version of the GACS with 2 independent samples of community gamblers following an induction procedure delivered through an audio-guided imagery sequence aimed at promoting gambling urge. This procedure was specifically used to ensure the assessment of gambling urge as a state variable. Participants also completed measures of gambling severity, gambling cognitions and motives, impulsivity, and affect. Confirmatory factor analysis showed that the original 3-factor solution (anticipation, desire, relief) did not fit the data well. Additional exploratory factor analysis suggested instead a 2-factor solution: An intention and desire to gamble dimension and a relief dimension. The factorial structure resulting from the exploratory factor analysis was tested with confirmatory factor analysis in a second independent sample, resulting in an acceptable fit. The 2 dimensions presented good internal reliability and correlated differentially with the other study's variables. The current study showed that, similar to what has been reported for substance-related urges, gambling urges are adequately probed with a bidimensional model. The findings suggest that the French GACS has good psychometric properties, legitimizing its use in research and clinical practice. © 2019 American Psychological Association.},
note = {Publisher: Educational Publishing Foundation},
keywords = {Adolescent, adult, aged, anticipation, article, case report, clinical article, clinical practice, confirmatory factor analysis, craving, Cross-Sectional Studies, cross-sectional study, devices, Diagnosis, exploratory factor analysis, Factor Analysis, female, Gambling, guided imagery, human, Humans, impulsiveness, male, Middle Aged, procedures, Psychiatric Status Rating Scales, psychological rating scale, Psychometrics, psychometry, reliability, reproducibility, Reproducibility of Results, Statistical, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Robillard, G.; Giroux, I.; Jacques, C.; Loranger, C.; St-Pierre, M.; Chrétien, M.; Goulet, A.
Using virtual reality in the treatment of gambling disorder: The development of a new tool for cognitive behavior therapy Article de journal
Dans: Frontiers in Psychiatry, vol. 8, no FEB, 2017, ISSN: 16640640, (Publisher: Frontiers Research Foundation).
Résumé | Liens | BibTeX | Étiquettes: adult, age distribution, article, clinical effectiveness, cognitive behavioral therapy, controlled study, craving, DSM-5, ethnic difference, female, high risk population, human, major clinical study, male, outcome assessment, pathological gambling, pilot study, program feasibility, safety, sex difference, treatment duration, treatment outcome, virtual reality exposure therapy
@article{bouchard_using_2017,
title = {Using virtual reality in the treatment of gambling disorder: The development of a new tool for cognitive behavior therapy},
author = {S. Bouchard and G. Robillard and I. Giroux and C. Jacques and C. Loranger and M. St-Pierre and M. Chrétien and A. Goulet},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85014229849&doi=10.3389%2ffpsyt.2017.00027&partnerID=40&md5=27df5ef448fec9e2ac3498cd76632899},
doi = {10.3389/fpsyt.2017.00027},
issn = {16640640},
year = {2017},
date = {2017-01-01},
journal = {Frontiers in Psychiatry},
volume = {8},
number = {FEB},
abstract = {Virtual reality (VR) can be used in the treatment of gambling disorder to provide emotionally charged contexts (e.g., induce cravings) where patients can practice cognitive behavior therapy (CBT) techniques in the safety of the therapist's office. This raises practical questions, such as whether the cravings are sufficient to be clinically useful but also manageable enough to remain clinically safe. Pilot data are also needed to test the development of a treatment manual and prepare large randomized control trials. This paper reports on three studies describing (a) cravings induced in VR compared to real gambling and a control game of skill with no money involved (N = 28 frequent gamblers and 36 infrequent gamblers); (b) the usefulness of a treatment protocol with only two CBT sessions using VR (N = 34 pathological gamblers); and (c) the safety of a four-session treatment program of CBT in VR (N = 25 pathological gamblers). Study 1 reveals that immersions in VR can elicit desire and a positive anticipation to gamble in frequent gamblers that are (a) significantly stronger than for infrequent gamblers and for playing a control game of skill and (b) as strong as for gambling on a real video lottery terminal. Study 2 documents the feasibility of integrating VR in CBT, its usefulness in identifying more high-risk situations and dysfunctional thoughts, how inducing cravings during relapse prevention exercises significantly relates to treatment outcome, and the safety of the procedure in terms of cybersickness. Results from Study 3 confirm that, compared to inducing urges to gamble in imagination, using VR does not lead to urges that are stronger, last longer, or feel more out of control. Outcome data and effect sizes are reported for both randomized control pilot trials conducted in inpatient settings. Suggestions for future research are provided, including on increasing the number of VR sessions in the treatment program. © 2017 Bouchard, Robillard, Giroux, Jacques, Loranger, St-Pierre, Chrétien and Goulet.},
note = {Publisher: Frontiers Research Foundation},
keywords = {adult, age distribution, article, clinical effectiveness, cognitive behavioral therapy, controlled study, craving, DSM-5, ethnic difference, female, high risk population, human, major clinical study, male, outcome assessment, pathological gambling, pilot study, program feasibility, safety, sex difference, treatment duration, treatment outcome, virtual reality exposure therapy},
pubstate = {published},
tppubtype = {article}
}