dc.contributor.author
Gaddum, Olivia
dc.contributor.author
Gutwinski, Stefan
dc.contributor.author
Lütt, Alva
dc.contributor.author
Moon, Daa Un
dc.contributor.author
Beck, Anne
dc.contributor.author
Ruckser, Nadja
dc.contributor.author
Turno, Alessandro
dc.contributor.author
Schöneck, Robert
dc.contributor.author
Bermpohl, Felix
dc.contributor.author
Tsamitros, Nikolaos
dc.date.accessioned
2025-10-29T11:41:40Z
dc.date.available
2025-10-29T11:41:40Z
dc.identifier.uri
https://refubium.fu-berlin.de/handle/fub188/50058
dc.identifier.uri
http://dx.doi.org/10.17169/refubium-49783
dc.description.abstract
Background
Virtual reality (VR) technology has been increasingly employed to develop innovative treatments for Alcohol use disorder (AUD) and overcome limitations of currents therapies. However, previous research in this field has yielded inconclusive results. To improve the quality and comparability of studies, a critical analysis of the research methodology employed in this field is necessary.
Objectives
This scoping review aims to provide an overview of existing studies with a focus on their objectives, methodology, treatment paradigms, and VR design characteristics.
Methods
A systematic literature research was conducted in the electronic databases MEDLINE (PubMed), APA PsychInfo, APA PsychArticles, PSYINDEX (EBSCOhost), Scopus, Web of Science and by search in the reference list of included publication to identify relevant publications. Clinical studies and study protocols using VR for the assessment or treatment of patients with AUD were included.
Results
The literature search yielded 1.197 studies, of which 22 met the inclusion criteria. Completed trials (n = 16) and study protocols (n = 6) were included. The majority of the studies (n = 19) used a VR cue exposure paradigm to induce craving. The studies can be classified either as assessment (n = 9) or treatment studies (n = 13). The duration (7–60 min) and number of applied sessions (1–13) varied significantly depending on the type of study. Craving outcomes were based on subjective and physiological measurements. All studies used alcoholic beverages and VR scenarios such as bars, pubs, parties and restaurants, with additional scenarios varying, except for one study using a hospital and subway scenario as aversive scenarios. Moreover, synchronized olfactory stimuli were frequently used.
Conclusions
Despite the heterogeneity of VR software features and VR interventions, it was possible to identify a similarity within the main VR scenarios employed, as well as consistent positive results concerning the induction of subjective craving by alcohol-associated VR cues. While VR interventions for AUD show methodological progress, future research should adopt standardized protocols, include objective psychophysiological outcomes, and evaluate long-term efficacy and feasibility in clinical settings. Integration of emerging VR paradigms and technologies may further enhance the therapeutic potential.
en
dc.format.extent
17 Seiten
dc.rights
Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
dc.rights.uri
https://creativecommons.org/licenses/by/4.0/
dc.subject
Virtual reality
en
dc.subject
Cue reactivity
en
dc.subject
Cue exposure therapy
en
dc.subject
Substance use disorders
en
dc.subject.ddc
100 Philosophie und Psychologie::150 Psychologie::150 Psychologie
dc.title
Virtual reality interventions in the assessment and treatment of alcohol use disorder - a systematic scoping review on methodology
dc.type
Wissenschaftlicher Artikel
dc.date.updated
2025-10-29T07:48:41Z
dcterms.bibliographicCitation.articlenumber
64
dcterms.bibliographicCitation.doi
10.1186/s13722-025-00587-6
dcterms.bibliographicCitation.journaltitle
Addiction Science & Clinical Practice
dcterms.bibliographicCitation.number
1
dcterms.bibliographicCitation.volume
20
dcterms.bibliographicCitation.url
https://doi.org/10.1186/s13722-025-00587-6
refubium.affiliation
Erziehungswissenschaft und Psychologie
refubium.affiliation.other
Arbeitsbereich Klinisch-Psychologische Intervention

refubium.resourceType.isindependentpub
no
dcterms.accessRights.openaire
open access
dcterms.isPartOf.eissn
1940-0640
refubium.resourceType.provider
DeepGreen