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Psychology of Addictive Behaviors Copyright 2006 by the American Psychological Association

2006, Vol. 20, No. 4, 484 – 489 0893-164X/06/$12.00 DOI: 10.1037/0893-164X.20.4.484

Smoking Cues in a Virtual World Provoke Craving in Cigarette Smokers

Stephen B. Baumann Michael A. Sayette


Psychology Software Tools, Inc. University of Pittsburgh

Twenty smoking-deprived cigarette smokers participated in a study to test the ability of smoking cues
within a virtual world to provoke self-reported craving to smoke. Participants were exposed to 2
virtual-reality simulations displayed on a computer monitor: a control environment not containing any
intentional smoking stimuli and a cue-exposure environment containing smoking stimuli. At various
points, participants rated their urge to smoke on a scale of 0 –100. Results indicated that baseline urge
ratings were equivalent in both conditions, but the maximum increase in urge ratings was significantly
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higher in the cue-exposure environment than in the control environment. This is comparable to what in
This document is copyrighted by the American Psychological Association or one of its allied publishers.

vivo studies have reported, but with the advantage of simulating more naturalistic and complex settings
in a controlled environment.

Keywords: cigarette smoking, virtual reality, cue reactivity, craving, subjective rating

Several recent studies have found drug craving to predict relapse material and can permit multiple presentations of the smoking
(see Sayette et al., 2000). Although some efforts to treat drug abuse images. Nevertheless, the effects produced by imagery scripts are
with cue-exposure interventions designed to reduce craving have not always as robust as in vivo cue exposure (Niaura et al., 1998),
shown promise (e.g., Drummond & Glautier, 1994; Monti et al., and it is difficult to know how well a participant complies with the
1993), a recent meta-analysis of cue-exposure treatment studies request to concentrate on the imagery for a prolonged period of
(Conklin & Tiffany, 2002) suggests that they are largely ineffec- time. Many participants simply are not strong imagers. Efforts to
tive. These authors propose that studies should be better informed improve upon imagery scripts by using videotapes have similarly
by contemporary models of learning in which context plays a large not improved upon in vivo craving ratings (Shadel, Niaura, &
role in modulating the conditioning of stimuli. Use of an isolated Abrams, 2001).
cigarette pack as a cue in a laboratory, for example, should be less Virtual reality (VR) offers potential for studies of craving. By
effective than use of the cigarette pack in the environment in which immersing participants in multisensory, realistic-looking environ-
it is most likely to be used by the smoker. ments, it is possible to provide stimulus cues of the experimenter’s
Currently there are several approaches to eliciting cigarette choosing and timing to elicit from participants more controlled
craving in a lab (see Sayette et al., 2000). One of the most popular reactions, which can then be manipulated. VR has made strides in
laboratory cigarette craving manipulations is in vivo cue exposure, improving the treatment of anxiety and phobias (Wiederhold &
during which participants view—and in some cases hold or Wiederhold, 2005) and has been used to study a variety of basic
smell—the drug. Despite the ability of in vivo smoking-cue expo- research questions, especially in the areas of health and education
sure manipulations to elicit robust urges (Carter & Tiffany, 1999; (e.g., Baumann, 2005; Burdea & Coiffet, 2003; Rizzo & Kim,
Wertz & Sayette, 2001), there have been criticisms of this ap- 2005; Wiederhold & Wiederhold, 2000). In the hands of experi-
proach concerning the limited number of stimulus dimensions that enced therapists, similar manipulations might be used to develop
can be manipulated in a single session, procedures that usually new treatment strategies in which the VR manipulation of drug
permit just one presentation of smoking cues, and an inability to craving is combined with cognitive-behavioral therapy and desen-
manipulate mood or idiosyncratic stimuli easily (Tiffany, 1992). sitization therapy. There is evidence that both assessment (Gwalt-
Concerns with in vivo exposure procedures have led to imagery- ney, Shiffman, & Sayette, 2005) and treatment (Monti et al., 1993;
based manipulations to elicit drug urges (e.g., Drobes & Tiffany, Sayette, 2004) can be improved if therapists work with and ob-
1997). This approach can introduce a broad array of stimulus serve their patients while the patients are experiencing craving.
Recently, VR has been used to elevate self-reported urges in
smokers (Bordnick et al., 2004) and has proven superior to static
Stephen B. Baumann, Psychology Software Tools, Inc., Pittsburgh, PA; pictures in inducing craving in smokers (Lee et al., 2003). Both
Michael A. Sayette, Department of Psychology, University of Pittsburgh. studies used head-mounted displays (HMDs), which are costly and
This work was supported by National Institute on Drug Abuse Grant cumbersome. These studies also did not permit participants to
1R43DA015967 awarded to Stephen B. Baumann and Psychology Soft-
interact much with the virtual environment, thus limiting their
ware Tools for the development of VR software for studies and treatment
of smoking addiction. Michael A. Sayette is a paid consultant to Psychol-
utility in simulating naturalistic settings and in exploring differen-
ogy Software Tools on smoking addiction and cue reactivity. tial craving provoked by specific triggers. Moreover, neither study
Correspondence concerning this article should be addressed to Stephen tested smokers while they were deprived of nicotine. It is unclear
B. Baumann, Psychology Software Tools, Inc., Suite 200, 2050 Ardmore how well urges of nondeprived smokers resemble those of de-
Blvd., Pittsburgh, PA 15206. E-mail: steveb@pstnet.com prived smokers (see Sayette, Martin, Hull, Wertz, & Perrott,

484
BRIEF REPORTS 485

2003). Because most lapses occur when smokers are deprived of it allowed participants time to feel comfortable navigating through the
nicotine, and because cravings tend to remain low under nonde- simulation without concerns of performance anxiety related to data
prived conditions, it is critical to evaluate VR methods using acquisition.
nicotine-deprived smokers. Second, participants were placed in a VR simulation without any inten-
tional smoking stimuli (control run). They were asked to explore a se-
Consequently, we designed an experiment to test the ability of
quence of environments with occasional directions from the experimenter
interactive VR simulations displayed on a standard 21-in. com-
to go to a certain area or to look at certain objects or characters. The route
puter monitor with stereo speakers to provoke cravings in deprived always began in an apartment, then took a course out of the apartment
smokers. This is a less complicated and less expensive way of building to an urban main street, down both sides of the street, past fruit
presenting simulations that may make VR technology more ap- and newspaper vendors, and finally into a restaurant. These areas were
pealing to a wider range of researchers and clinicians. We hypoth- included because smoking stimuli could be placed in them for the next run.
esized that this method, although perhaps not as immersive as VR Participants also were allowed ample time to explore other areas along the
with HMDs, would still cause significant increases in craving. way.
Third, participants completed a smoking-cue run, in which various
smoking stimuli were embedded in the simulation at key locations that
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Method participants would likely encounter during their tour along the same route
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Participants as in the control run. These stimuli included open cigarette packs, lighters,
ashtrays, and a cup of coffee in the apartment; vending machines in lobbies
Twenty-two participants, who had smoked for at least two years, were in the apartment building and the restaurant; male and female smokers in
recruited through posted flyers, local newspaper ads, and word of mouth. pairs or individually on the street with smoke coming from the tips of their
They were asked to abstain from smoking for at least 12 hours before cigarettes; cigarette cartons for sale by two vendors on the city street; ads
arriving for testing. Participants were informed that their carbon monoxide on two large billboards and on the backs of many benches along the main
levels would be checked to ensure abstinence. After signing a consent street; a food bar in the restaurant; and a smoking section and alcohol bar
form, they completed the Fagerstrom Test for Nicotine Dependence in the restaurant featuring several smokers, some of whom were watching
(Heatherton, Kozlowski, Frecker, & Fagerstrom, 1991) and a short ques- a hockey game on television, with opened packs of cigarettes, lighters,
tionnaire about their demographics and smoking history. ashtrays, and opened beer bottles near several of the smokers.
By allowing an investigator to place selected stimuli in an area where a
participant has previously been in an earlier simulation, this framework
Smoking Cues
isolates the effects of each stimulus of interest from any extraneous
A focus group of five smokers, with the same demographics as the background stimuli that may be inadvertent triggers. The appearance of
eventual study group, met to discuss cues that triggered their urges. They smoking cues, in what was previously a rather neutral environment, sur-
listed a number of common cues that were constructed using three- prises many participants, who tend to spend extra time investigating the
dimensional (3-D) computer graphics and placed within an existing soft- particular trigger stimuli. For instance, they might see cigarettes for sale at
ware product described elsewhere (Baumann et al., 2003). Based on their a newsstand that were not present in the initial environment (see Figure 1,
comments and reports in the literature (e.g., Maude-Griffin & Tiffany, left). While they had spent little time investigating the newsstand in the
1996), brand-specific stimuli were created that included ads on billboards first run, they now stop and try to interact with the vendor by looking
or benches in a virtual city; packs of cigarettes on tables in an apartment closely and clicking on him with the mouse button in an attempt to
and in a restaurant; ashtrays with cigarette butts in the apartment, in the purchase cigarettes (see Figure 1, right).
restaurant, and on the city street; smoking characters at locations on the city Each run through the virtual environment took about 15 minutes. Par-
street and in a restaurant; cigarettes for sale by the pack or carton; and a bar ticipants were asked to rate their urge to smoke at the beginning of each
scene with alcoholic beverages, smokers, and a sports program on TV. The run, whenever they encountered an overt smoking stimulus, when they
visual display in these environments was accompanied by relevant stereo made a transition to a new area, and at the end of each run, for a total of
sounds, such as a character asking the subject if he or she had a spare approximately 12 times during each run. They rated their urge to smoke
cigarette, traffic noise on the city streets, background music playing in the using a rating scale ranging from 0 (absolutely no urge) to 100 (the
restaurant, and play-by-play narration from a sportscaster for the hockey strongest urge I have ever experienced) (Juliano & Brandon, 1998; Sayette
game on the TV in the bar. The combination of visual and auditory stimuli et al., 2003). The pictures in Figure 2 show the rating scale superimposed
makes the scenes more realistic and immersive for participants. Five major on displays used in the control (left panel) and smoking-cue (right panel)
brands of cigarettes were available to choose from in a menu used by the runs.
experimenter to configure the simulation without the participant’s knowl- As in prior research, presentation of smoking cues followed the presen-
edge, and this set the ads and cigarette packs in the simulation for a specific tation of neutral cues (e.g., Sayette et al., 2003; Sayette, Martin, Wertz,
brand preferred by the participant. Perrott, & Peters, 2005). Previous studies indicate that, when smokers are
nicotine deprived and exposed to smoking cues, their urges tend to remain
Testing high if they are not permitted to smoke. Such carryover effects make it hard
to subsequently execute control-cue exposure. Studies that have elicited a
All testing was performed using a 21-in. color computer monitor with strong urge during smoking-cue exposure and have counterbalanced cues
stereo speakers. A three-stage procedure was used to test the participants in often have not reported tests for order effects. Those that have provided
the VR simulation. First, in a pretest run participants practiced using the such data seem to observe order effects of the sort noted above (e.g.,
joystick and mouse controls in a virtual environment not used in the testing. Hutchison, Niaura, & Swift, 1999; Rickard-Figueroa & Zeichner, 1985).
The joystick was used for navigating around the virtual environments, and A debriefing was performed with each participant after the smoking run
the mouse was used to change viewpoint and to control objects, such as to obtain information about the various triggers to smoke in his or her life,
opening and closing doors or turning on light switches, by clicking on feedback about the stimuli used in the simulations, and ways to improve
them. This practice time allowed participants who experienced nausea or future simulations to evoke stronger cravings. Participants were asked to
vertigo (i.e., cybersickness) to be excluded before data were collected, and rank order (1– 6) the strength of overt stimuli in the smoking run (the
486 BRIEF REPORTS
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Figure 1. Newspaper vendor on urban street without cigarettes for sale in the control run (left) and with
cigarettes for sale in the cue-exposure run (right).

restaurant bar scene, smoking characters on the urban street, vending the second strongest trigger, reaction to them was highly variable,
machines, cigarette packs or cartons, advertisements, and ashtrays) that with men generally reacting more strongly to male characters and
were used to provoke craving to smoke. women reacting more strongly to female characters. In fact, sev-
eral female participants commented that the male characters were
Results “too dark,” “intimidating,” or “not inviting.” Location seemed to
have a strong effect on the reaction to cigarette packs or cartons,
Of the 22 participants recruited, 20 (10 males, 10 females)
with many participants expressing strong reactions to the cigarette
completed the testing. One participant was unable to complete
pack and lighter by a cup of coffee on the apartment dining-room
testing because of cybersickness, and some data for another par-
table and others to the cartons of cigarettes for sale at the news-
ticipant was corrupted and could not be analyzed. Data summa-
stand. This selective reactivity depended upon their individual
rizing the participant characteristics are reported in Table 1.
associations, such as where they had their first cigarette in the
Due to a minimum of 12 hours of smoking abstinence, partic-
morning or where they bought their cigarettes. Vending machines
ipants began each run with similar craving ratings of about 50.
were ranked no higher than third, and for many participants they
(Urge rating data are summarized in Table 2). An overall change
had a neutral (“don’t use”) or negative connotation because of the
in urge score between runs was computed for each participant:
high cost of cigarettes sold in the machines. Brand-specific ads
[(maximum urge rating during run with smoking stimuli minus
were ranked above ashtrays with cigarette butts, and seven partic-
beginning urge rating during run with smoking stimuli) minus
ipants had a strong negative reaction to dirty ashtrays, labeling
(maximum urge rating during run without smoking stimuli minus
them “disgusting” or a “turnoff,” because ashtrays reminded them
beginning urge rating during run without smoking stimuli)].1 Re-
of how dirty their smoking habit could be.
sults indicate that the run with the embedded smoking stimuli
increased the urge to smoke by 15.1 points (SD ⫽ 22.1) more than
did the control run without smoking stimuli, a statistically signif- Discussion
icant increase [t (19) ⫽ 3.05, p ⬍ .01 (two-tailed)].2
Because of the preliminary nature of this VR smoking-cue This study demonstrates that VR simulations containing rele-
study, we report additional descriptive details about the data. There vant smoking cues can manipulate craving in addicted smokers,
was a 12.4-point increase in urge during the first run without any even when using a computer monitor instead of a more expensive
intentional embedded smoking stimuli. Eleven participants (55%) HMD. The effect is robust (77% of urge-scale maximum) and
showed an increase of at least 10 points during this control run, and compares favorably with many past studies of smoking-cue reac-
in the debriefing session many mentioned that there were numer- tivity (see Wertz & Sayette, 2001). Further, it reveals that simu-
ous unintentional and idiosyncratic cues that triggered their urges.
Rank ordering of stimuli in the smoking run revealed that, on 1
Similar findings appear when baseline levels are ignored and the values
average, the strongest stimuli in the simulation were the bar scene
during smoking cue and control cue are directly contrasted (i.e., maximum
(M ⫽ 1.68, SD ⫽ 1.06), followed by smoking characters on the
craving rating during run with smoking stimuli minus maximum craving
urban street (M ⫽ 2.68, SD ⫽ 1.16), cigarette packs or cartons rating during run without smoking stimuli).
(M ⫽ 2.78, SD ⫽ 1.26), vending machines (M ⫽ 4.66, SD ⫽ 0.91), 2
Since participants were self-selected, as in most cue-reactivity studies
ashtrays (M ⫽ 5.03, SD ⫽ 1.42), and advertisements (M ⫽ 5.17, that recruit volunteers, it might be argued that the assumption of random
SD ⫽ 1.50). Twelve of the 20 participants ranked the bar scene as sample selection for the t test was violated. Consequently, a nonparametric
the strongest trigger, and only two ranked it lower than second. Wilcoxon matched-pairs test was performed, and the result was the same
Although smoking characters on the urban street were ranked as with p ⬍ .01.
BRIEF REPORTS 487
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Figure 2. Analog rating scale superimposed on apartment scene (left) and restaurant bar scene (right). The urge
rating in the apartment at the beginning of the simulation was 54, and later in the restaurant with embedded
smoking stimuli it was 89.

lations can be personalized to a great extent, such as by offering Definitions of VR vary, and many people associate it with the
specific brands, objects, and scenes that are strongly related to an use of hardware such as HMDs and special interactive sensing
individual’s smoking habit. gloves. However, much VR research done today and presented at
As noted above, there are important differences between the international conferences involves the use of standard computer
present study and the previous controlled VR study of smoking monitors or larger projection screens. A more comprehensive
craving by Bordnick et al. (2004). Only 13 participants were tested definition of VR has been offered by Burdea and Coiffet (2003) as
in that study, primarily females (9), while we tested 20 subjects “a high-end user– computer interface that involves real-time sim-
balanced for gender. Participants in the study by Bordnick et al. ulation and interactions through multiple sensorial channels” (p.
were able to smoke a cigarette before their test session. In contrast, 3). The technology used in this study conforms to that definition
all participants in this study were nicotine-deprived for at least 12 across a spectrum of possible VR techniques that run the gamut
hours, and their urge to smoke reached the upper end of the scale. from computer games played on PCs to totally immersive rooms
In the Bordnick et al. study, participants wore an HMD, while in (CAVEs) in which each surface is a projection screen, and the
the present study participants viewed the simulation on a 21-in. user’s head movement is tracked to change the viewpoint (Stan-
monitor. This may be less immersive, but it makes the technology ney, 2002).
far more affordable and less cumbersome to use. In addition, the Addictions research that uses VR technology is in its infancy.
VR environments in Bordnick et al. were two-dimensional and Although the present study found a potent effect of a virtual
simply required participants to watch movies of real actors who environment embedded with smoking cues, there are some limi-
were overlaid upon computer-generated backgrounds. In contrast, tations to this work that can be addressed in future studies. First,
our study used full 3-D simulations that allowed participants to research is needed to enhance the degree to which smoking cues in
navigate freely around the environments and interact with objects the virtual environment generalize to real world situations. As is
and characters as in a computer game. This approach provides true with nearly all cue-exposure research (see Wertz & Sayette,
opportunities for exploration and feedback between the participant 2001), our research focused on deprived smokers not currently
and clinician about idiosyncratic stimuli that are perceived as interested in quitting. Clearly it is important to conduct smoking
triggers for smoking craving. Finally, cigarette packs, cartons, and studies using smokers who are seeking treatment, since such
advertisements were chosen from five specific brands, so it was individuals might respond differently to cues than the self-selected
possible to match the participant’s first or second favorite brand in sample of continuing smokers in this study (see Wilson, Sayette, &
nearly all cases. Fiez, 2004). In addition, larger studies are needed to further sup-
port the utility of VR methods in smoking research. Nonetheless,
despite reporting data from only 20 participants in this preliminary
Table 1
Participant Characteristics

Variable M (SD) Table 2


Mean (SD) Urge Ratings
Age 37.7 (12.3)
CO reading 5.3 (3.4) Viewing condition Beginning of run Maximum
Years smoking 19.1 (12.2)
Packs per day 1.0 (0.4) Without smoking stimuli 49.7 (25.5) 62.1 (27.0)
Fagerstrom Score (0–10) 4.4 (3.0) With smoking stimuli 49.8 (28.6) 77.3 (25.4)
488 BRIEF REPORTS

study, the statistically significant effect of our smoking environ- natively, cognitive therapists might use VR-generated craving-
ments permits some confidence in interpreting the findings. induction techniques to help patients manage their urges effec-
Second, despite the robust increase in urge between the smoking tively and enhance self-efficacy so that they will maintain
and control environments, the effect might have been stronger had abstinence in future high-risk situations. Regardless of one’s
there not been inadvertent smoking cues in the control run. Par- clinical orientation, the current study provides preliminary ev-
ticipant debriefings revealed that in some cases seemingly benign idence that VR ultimately may address some of the limitations
cues appearing during the control run inadvertently elicited urges. of existing cue-exposure approaches (Conklin & Tiffany,
For instance, simply exiting a public building is a trigger to smoke 2002).
because it is often the first opportunity to smoke after confinement
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Sayette, M. A., Martin, C. S., Wertz, J. M., Perrott, M. A., & Peters, A. R.
(2005). The effects of alcohol on cigarette craving in heavy smokers and Received March 17, 2005
tobacco chippers. Psychology of Addictive Behaviors, 19, 263–270. Revision received November 10, 2005
Sayette, M. A., Shiffman, S., Tiffany, S. T., Niaura, R. S., Martin, C. S., & Accepted November 28, 2005 䡲

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