<HashMap><database>biostudies-literature</database><scores/><additional><omics_type>Unknown</omics_type><volume>9</volume><submitter>Eidenmueller K</submitter><pubmed_abstract>&lt;h4>Background&lt;/h4>Social contextual factors influence the onset and maintenance of substance abuse. Virtual reality (VR) provides a standardized method to present social stimuli and is increasingly used in addiction research.&lt;h4>Objective&lt;/h4>This study examines the influence of a smoking versus a nonsmoking agent in VR on craving in nicotine-dependent male participants. Our primary hypothesis was that the interaction with a smoking agent is associated with increased craving compared to a nonsmoking agent. We expected higher craving in the presence of an agent regardless of the agent's smoking status.&lt;h4>Methods&lt;/h4>Using a head-mounted display (Oculus Rift), 50 nicotine-dependent smokers were exposed to four VR conditions on a virtual marketplace: first without an agent, second and third</pubmed_abstract><journal>JMIR formative research</journal><pagination>e71285</pagination><full_dataset_link>https://www.ebi.ac.uk/biostudies/studies/S-EPMC12129368</full_dataset_link><repository>biostudies-literature</repository><pubmed_title>Reactivity to Smoking Cues in a Social Context: Virtual Reality Experiment.</pubmed_title><pmcid>PMC12129368</pmcid><pubmed_authors>Kammler-Sucker K</pubmed_authors><pubmed_authors>Lenz B</pubmed_authors><pubmed_authors>Meixner G</pubmed_authors><pubmed_authors>Stenger M</pubmed_authors><pubmed_authors>Wenger L</pubmed_authors><pubmed_authors>Hoffmann S</pubmed_authors><pubmed_authors>Eidenmueller K</pubmed_authors><pubmed_authors>Muhle C</pubmed_authors><pubmed_authors>Kiefer F</pubmed_authors><pubmed_authors>Mazza M</pubmed_authors></additional><is_claimable>false</is_claimable><name>Reactivity to Smoking Cues in a Social Context: Virtual Reality Experiment.</name><description>&lt;h4>Background&lt;/h4>Social contextual factors influence the onset and maintenance of substance abuse. Virtual reality (VR) provides a standardized method to present social stimuli and is increasingly used in addiction research.&lt;h4>Objective&lt;/h4>This study examines the influence of a smoking versus a nonsmoking agent in VR on craving in nicotine-dependent male participants. Our primary hypothesis was that the interaction with a smoking agent is associated with increased craving compared to a nonsmoking agent. We expected higher craving in the presence of an agent regardless of the agent's smoking status.&lt;h4>Methods&lt;/h4>Using a head-mounted display (Oculus Rift), 50 nicotine-dependent smokers were exposed to four VR conditions on a virtual marketplace: first without an agent, second and third</description><dates><release>2025-01-01T00:00:00Z</release><publication>2025 May</publication><modification>2026-03-15T16:16:17.976Z</modification><creation>2025-08-13T03:04:35.287Z</creation></dates><accession>S-EPMC12129368</accession><cross_references><pubmed>40418834</pubmed><doi>10.2196/71285</doi></cross_references></HashMap>