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Dive into the research topics where Patrick S. Bordnick is active.

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Featured researches published by Patrick S. Bordnick.


Addictive Behaviors | 2008

Assessing reactivity to virtual reality alcohol based cues

Patrick S. Bordnick; Amy C. Traylor; Hilary L. Copp; Ken Graap; Brian L. Carter; Mirtha Ferrer; Alicia Walton

The use of virtual reality (VR) programs in behavioral science research has been gaining prominence over the past several years. In the field of substance abuse, VR cue reactivity programs have been successfully tested for feasibility in nicotine and cocaine dependent samples. Seeking to expand VR applications in alcohol cue research, a novel VR alcohol cue reactivity assessment system incorporating visual, auditory, and olfactory stimuli was developed and tested. In a controlled trial, 40 non-treatment-seeking drinkers with alcohol use disorders were exposed to VR alcohol cue environments. Subjective craving, attention to alcohol cues, and level of presence (realism of experience) in VR were assessed across the environments. Overall, subjective craving for alcohol increased across the VR alcohol-related cue environments versus VR neutral cue environments. Participants reported high levels of presence in VR, indicating that the environments were perceived as realistic and compelling. These initial findings support the use of VR based cue reactivity environments for use in alcohol cue-based treatment and research.


Cyberpsychology, Behavior, and Social Networking | 2005

Virtual Reality Cue Reactivity Assessment in Cigarette Smokers

Patrick S. Bordnick; Ken Graap; Hilary L. Copp; Jeremy Brooks; Mirtha Ferrer

Drug craving has purportedly been linked to relapse and to substance use. For over two decades, cue reactivity has been a viable method to assess craving and physiological reactions to drug stimuli. However, traditional cue reactivity has faced the following limitations: austere situations or stimuli, lack of complex cues, lack of standardization, and limited generalization outside of the lab setting. In order to improve cue methodologies, a virtual reality (VR) nicotine cue reactivity assessment system (VR-NCRAS) was developed and tested in a controlled experimental trial. Ten nicotine dependent smokers were exposed to VR smoking cues and VR neutral cues in a standardized, timed, computer controlled experiment. Subjective craving and physiological responses were recorded and compared across VR-NCRAS stimuli. Subjective cigarette craving increased significantly and corresponding physiological reactivity was observed in response to VR smoking cues. VR neutral cues did not result in subjective or physiological changes consistent with craving. Implications of these findings on substance abuse research and treatment are discussed.


Journal of Behavior Therapy and Experimental Psychiatry | 1994

Feather picking disorder and trichotillomania: An avian model of human psychopathology☆

Patrick S. Bordnick; Bruce A. Thyer; Branson W. Ritchie

Animal models of psychopathology have been extremely valuable in conceptualizing various human disorders. The human condition known as trichotillomania (compulsive hair pulling) has considerable similarities with an avian disorder called feather picking, with respect to analogous behavior, proposed etiologies, evoking cues, response to behavior therapy, and response to pharmacological treatments based on serotonin re-uptake inhibitors. We suggest that feather picking disorder has the potential to be a useful animal model of trichotillomania, and lends itself to studies on the experimental psychopathology of compulsive hair pulling.


Addictive Behaviors | 1998

Cue reactivity in cocaine-dependent subjects: effects of cue type and cue modality

Bankole Johnson; Y.Richard Chen; Joy M. Schmitz; Patrick S. Bordnick; Alex Shafer

Thirty cocaine-dependent subjects were enrolled into a cue-laboratory study to determine the specificity and sensitivity of this paradigm as a craving measure. Subjects experienced three cue types (i.e., cocaine, arousing, and neutral stimuli) in three cue modalities (i.e., audio, visual, and manual). Cue types were administered in different experimental sessions with a period of 2 to 3 days between sessions. Our results showed that subjective and physiological craving for cocaine was relatively specific for the cocaine cue as compared with either the arousing or the neutral cue. The relative sensitivities of the cue modalities in decreasing order was manual, audio, and visual. We suggest that a modified conditioned-cue paradigm could be a useful tool in the repeated assessment of craving during a clinical study.


Journal of Psychoactive Drugs | 2009

Reactivity to cannabis cues in virtual reality environments.

Patrick S. Bordnick; Hilary L. Copp; Amy C. Traylor; Ken Graap; Brian L. Carter; Alicia Walton; Mirtha Ferrer

Abstract Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments. These findings indicate that VR cannabis cue reactivity may offer a new technology-based method to advance addiction research and treatment.


Military Medicine | 2012

Development and Testing of Virtual Reality Exposure Therapy for Post-Traumatic Stress Disorder in Active Duty Service Members Who Served in Iraq and Afghanistan

Robert N. McLay; Kenneth Graap; James Spira; Karen Perlman; Scott L. Johnston; Barbara O. Rothbaum; JoAnn Difede; William Deal; David Oliver; Alicia Baird; Patrick S. Bordnick; Josh Spitalnick; Jeffrey M. Pyne; Albert A. Rizzo

This study was an open-label, single-group, treatment-development project aimed at developing and testing a method for applying virtual reality exposure therapy (VRET) to active duty service members diagnosed with combat post-traumatic stress disorder (PTSD). Forty-two service members with PTSD were enrolled, and 20 participants completed treatment. The PTSD Checklist-Military version, Patient Health Questionnaire-9 for depression, and the Beck Anxiety Inventory were used as outcome measures. Of those who completed post-treatment assessment, 75% had experienced at least a 50% reduction in PTSD symptoms and no longer met DSM-IV criteria for PTSD at post treatment. Average PSTD scores decreased by 50.4%, depression scores by 46.6%, and anxiety scores by 36%. Intention-to-treat analyses showed that statistically significant improvements in PTSD, depression, and anxiety occurred over the course of treatment and were maintained at follow up. There were no adverse events associated with VRET treatment. This study provides preliminary support for the use of VRET in combat-related PTSD. Further study will be needed to determine the wider utility of the method and to determine if it offers advantages over other established PTSD treatment modalities.


Journal of diabetes science and technology | 2011

What virtual reality research in addictions can tell us about the future of obesity assessment and treatment.

Patrick S. Bordnick; Brian L. Carter; Amy C. Traylor

Virtual reality (VR), a system of human-computer interaction that allows researchers and clinicians to immerse people in virtual worlds, is gaining considerable traction as a research, education, and treatment tool. Virtual reality has been used successfully to treat anxiety disorders such as fear of flying and post-traumatic stress disorder, as an aid in stroke rehabilitation, and as a behavior modification aid in the treatment of attention deficit disorder. Virtual reality has also been employed in research on addictive disorders. Given the strong evidence that drug-dependent people are highly prone to use and relapse in the presence of environmental stimuli associated with drug use, VR is an ideal platform from which to study this relationship. Research using VR has shown that drug-dependent people react with strong craving to specific cues (e.g., cigarette packs, liquor bottles) as well as environments or settings (e.g., bar, party) associated with drug use. Virtual reality has also been used to enhance learning and generalization of relapse prevention skills in smokers by reinforcing these skills in lifelike environments. Obesity researchers and treatment professionals, building on the lessons learned from VR research in substance abuse, have the opportunity to adapt these methods for investigating their own research and treatment questions. Virtual reality is ideally suited to investigate the link between food cues and environmental settings with eating behaviors and self-report of hunger. In addition, VR can be used as a treatment tool for enhancing behavior modification goals to support healthy eating habits by reinforcing these goals in life-like situations.


American Journal on Addictions | 2008

Assessing Craving in Young Adult Smokers Using Virtual Reality

Amy C. Traylor; Patrick S. Bordnick; Brian L. Carter

Cigarette smokers, when confronted with cues associated with smoking, evidence strong reactions, including increased craving. These reactions have not been extensively studied in young adult smokers, a group that research suggests may respond differently than adults or adolescent smokers. We used virtual reality, which presents a complex array of smoking cues that may be particularly salient to young adult smokers, and measured self-report of craving. Young adult smokers responded strongly to these cues and, unlike adults, did not return to a baseline of craving following cue exposure, suggesting young adult smokers differ from other smokers in terms of cue responses.


Journal of Substance Abuse | 1998

Cocaine craving: An evaluation across treatment phases

Patrick S. Bordnick; Joy M. Schmitz

This study examined the relationship between verbal reports of craving and actual cocaine use across different treatment phases using a longitudinal design. Participants (n = 32) were cocaine-dependent patients who completed an inpatient chemical dependency program and then participated in an 8-week outpatient relapse prevention program. Craving ratings and urine samples were collected during hospitalization, at 12 weekly outpatient treatment sessions, and at 1, 2, 4, 8, 12, and 24-week follow-up. Craving increased significantly from inpatient to outpatient treatment. Cocaine-abstinent participants reported lower craving across outpatient treatment and follow-up compared to moderate and heavy cocaine users. The overall relationship between craving and total proportion of cocaine positive urines was highly significant. Implications of these findings for advancing our theoretical and practical knowledge about craving and cocaine use, are explored.


Addictive Behaviors | 2011

Cue Reactivity in Virtual Reality: The Role of Context

Megan M. Paris; Brian L. Carter; Amy C. Traylor; Patrick S. Bordnick; Susan X. Day; Mary W. Armsworth; Paul M. Cinciripini

Cigarette smokers in laboratory experiments readily respond to smoking stimuli with increased craving. An alternative to traditional cue-reactivity methods (e.g., exposure to cigarette photos), virtual reality (VR) has been shown to be a viable cue presentation method to elicit and assess cigarette craving within complex virtual environments. However, it remains poorly understood whether contextual cues from the environment contribute to craving increases in addition to specific cues, like cigarettes. This study examined the role of contextual cues in a VR environment to evoke craving. Smokers were exposed to a virtual convenience store devoid of any specific cigarette cues followed by exposure to the same convenience store with specific cigarette cues added. Smokers reported increased craving following exposure to the virtual convenience store without specific cues, and significantly greater craving following the convenience store with cigarette cues added. However, increased craving recorded after the second convenience store may have been due to the pre-exposure to the first convenience store. This study offers evidence that an environmental context where cigarette cues are normally present (but are not), elicits significant craving in the absence of specific cigarette cues. This finding suggests that VR may have stronger ecological validity over traditional cue reactivity exposure methods by exposing smokers to the full range of cigarette-related environmental stimuli, in addition to specific cigarette cues, that smokers typically experience in their daily lives.

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Brian L. Carter

University of Texas MD Anderson Cancer Center

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Hilary L. Copp

Edinboro University of Pennsylvania

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Bruce A. Thyer

Florida State University

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Hua Chen

University of Houston

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