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Journal of Addiction Research & Therapy
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  • Perspective Article   
  • J Addict Res Ther, Vol 16(2)

Virtual Reality Exposure Therapy for Cue-Induced Craving in Cocaine Use Disorder: A Pilot Study

Oluwatobi Olaomi*
University of Ibadan, College of Medicine, Oyo State, Nigeria
*Corresponding Author: Oluwatobi Olaomi, University of Ibadan, College of Medicine, Oyo State, Nigeria, Email: oluwatobiolaomi676@gmail.com

Received: 03-Feb-2025 / Manuscript No. jart-25-164344 / Editor assigned: 06-Feb-2025 / PreQC No. jart-25-164344 / Reviewed: 14-Feb-2025 / QC No. jart-25-164344 / Revised: 24-Feb-2025 / Manuscript No. jart-25-164344 / Published Date: 28-Feb-2025

Keywords

Virtual Reality Therapy; Exposure Therapy; Cocaine Use Disorder; Cue-Induced Craving; Addiction Treatment; VR Interventions; Craving Reduction; Substance Use Disorder; Immersive Therapy; Behavioral Therapy; Digital Health; Virtual Environments; Pilot Study; Addiction Cues.

Introduction

Cocaine use disorder (CUD) is a chronic and relapsing condition characterized by compulsive drug-seeking behavior and high rates of treatment dropout. One of the key factors contributing to relapse is cue-induced craving—intense urges triggered by environmental stimuli previously associated with drug use. While traditional exposure therapies have aimed to desensitize individuals to these triggers, recent innovations in virtual reality (VR) technology offer a new, immersive method to enhance cue exposure and craving regulation. This pilot study investigates the feasibility, engagement, and preliminary efficacy of Virtual Reality Exposure Therapy (VRET) in reducing cue-induced cravings among individuals with cocaine use disorder [1-5].

Description

Virtual Reality Exposure Therapy is an advanced therapeutic approach that utilizes immersive virtual environments to expose individuals to controlled, realistic cues related to their addiction. These cues may include settings such as nightclubs, street corners, or paraphernalia, which are commonly associated with cocaine use. Unlike traditional imaginal exposure or static video cues, VR creates a fully immersive and interactive experience, potentially increasing the emotional and psychological realism of the treatment [6-8].

In this pilot study, participants diagnosed with CUD were enrolled in a short-term VRET program consisting of multiple sessions over a 2-week period. Each session exposed individuals to various cocaine-related cues in a controlled VR environment while using techniques rooted in cognitive-behavioral therapy to process and regulate their responses. Participants’ craving levels were measured using standardized craving assessments before, during, and after VR exposure [9,10].

The VR environments were tailored to reflect participants’ real-life drug-use contexts, enhancing the ecological validity of the therapy. Real-time physiological responses (e.g., heart rate, skin conductance) were also monitored to assess stress and arousal in response to cues.

Discussion

Preliminary findings from the pilot suggest that VRET is both feasible and well-tolerated by individuals with CUD. Most participants reported that the VR environments felt realistic and emotionally engaging. Importantly, repeated exposure to cocaine-related cues in VR resulted in a measurable reduction in self-reported cravings over the course of the intervention.

The immersive nature of VR may offer unique advantages over traditional exposure therapy. By allowing for multisensory simulation, VR can elicit stronger, more authentic responses, providing a better opportunity for emotional processing and craving regulation. Additionally, VR can be personalized to mimic specific environments, making the exposure highly relevant to each individual’s experience.

Participants also noted increased insight into their cravings and triggers through the VR sessions, suggesting that the technology may enhance self-awareness and coping skill development. This aligns with broader trends in digital health, where technology is used to augment therapeutic engagement and improve outcomes.

However, this pilot study also revealed several limitations. The small sample size and short duration prevent strong generalizations about long-term efficacy. Moreover, while craving reduction was observed, the study did not assess relapse rates or long-term abstinence outcomes. Further research with larger, more diverse populations and extended follow-up periods is necessary.

Another concern is accessibility. High-quality VR systems can be costly, and widespread adoption in clinical settings may require significant investment. Ensuring ethical and therapeutic use of VR, as well as minimizing potential cybersickness or emotional overwhelm, will also be important as the technology is integrated into treatment plans.

Conclusion

Virtual Reality Exposure Therapy holds significant promise as a novel intervention for cue-induced craving in cocaine use disorder. This pilot study demonstrates that VRET is both engaging and potentially effective in reducing cravings through immersive, personalized environments. As VR technology becomes more accessible and affordable, its integration into addiction treatment programs could revolutionize how clinicians address craving and relapse prevention. Future studies should focus on larger clinical trials, long-term outcomes, and the combination of VRET with other therapeutic modalities. With careful implementation, VR has the potential to become a powerful tool in the fight against substance use disorders.

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Citation: Oluwatobi O (2025) Virtual Reality Exposure Therapy for Cue-Induced Craving in Cocaine Use Disorder: A Pilot Study. J Addict Res Ther 16: 750.

Copyright: © 2025 Oluwatobi O. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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