ArticleBehavioural brain research2017
Virtual reality conditioned place preference using monetary reward.
Article in Behavioural brain research, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
8 citing papers in PubMed.
- Nomilin Regulates Depressive-Like Behaviors in Mice via the Ventral Part of the Lateral Septum to Bed Nucleus of the Stria Terminalis Circuit.CNS neuroscience & therapeutics · 2025Article
- Therapeutic effects of metformin on cocaine conditioned place preference and locomotion.Behavioral neuroscience · 2025Article
- Association Between Sensation Seeking and Fear Response: Interventional Study of Personality and Behavior Using a Virtual Reality Heights Simulation.JMIR XR and spatial computing · 2025Article
- Place conditioning in humans: opportunities for translational research.Psychopharmacology · 2023Article
- Individual differences in social homeostasis.Frontiers in behavioral neuroscience · 2023Review
- VR for Studying the Neuroscience of Emotional Responses.Current topics in behavioral neurosciences · 2023Article
- Translational opportunities in animal and human models to study alcohol use disorder.Translational psychiatry · 2021Review
- Article
Corrections and comments
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Authors and funding
3 authors.
Funding
Abstract
Computerized tasks based on conditioned place preference (CPP) methodology offer the opportunity to study learning mechanisms involved in conditioned reward in humans. In this study, we examined acquisition and extinction of a CPP for virtual environments associated with monetary reward ($). Healthy men and women (N=57) completed a computerized CPP task in which they controlled an avatar within a virtual environment. On day 1, subjects completed 6 conditioning trials in which one room was paired with high $ and another with low $. Acquisition of place conditioning was assessed by measuring the time spent in each room during an exploration test of the virtual environments and using self-reported ratings of room liking and preference. Twenty-four hours later, retention and extinction of CPP were assessed during 4 successive exploration tests of the virtual environments. Participants exhibited a place preference for (spent significantly more time in) the virtual room paired with high $ over the one paired with low $ (p=0.015). They also reported that they preferred the high $ room (p<0.001) and liked it significantly more than the low $ room (p<0.001). However, these preferences were short-lived: 24h later subjects did not exhibit a behavioral or subjective preference for the high $ room. These findings show that individuals exhibit transient behavioral and subjective preferences for a virtual environment paired with monetary reward. Variations on this task may be useful to study mechanisms and brain substrates involved in conditioned reward and to examine the influence of drugs upon appetitive conditioning.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.