Project Summary
In 2022 approximately 61.2 million people aged 12 and older reported binge alcohol use in the past month and
young adults ages 18 to 25 represent the highest proportion of binge drinkers. Binge drinking puts the user at
risk for a multitude of acute (e.g., blackouts, risky sex, motor vehicle accidents, etc.) and chronic (e.g., alcohol
use disorder, liver disease) negative health outcomes. Despite the variety of interventions that have been
developed, very few have shown high levels of effectiveness. There remains a need to improve strategies to
slow the progression from risky drinking to alcohol use disorder. Cue exposure therapy has been proposed as a
potential treatment and intervention for problematic alcohol use, yet recent meta-analytic work has suggested
limited effectiveness for cue exposure interventions. A challenge in this area is that most research has failed to
capture the multisensory nature of cues. Recent work has demonstrated that multisensory aspects of craving
and cue reactivity are associated with addictive behaviors. These findings emphasize the importance of
addressing the multisensory nature of cue reactivity as an intervention component. Moreover, the response to
multisensory alcohol cues may also depend on the level of realistic appearance. Virtual reality technology has
been used to explore cue reactivity in relation to addictive behavior, but few studies have adequately examined
the multisensory aspects in conjunction with degree of realism specifically for alcohol cues. The proposed study
will examine behavioral and electrophysiological cue reactivity by comparing responses to uni- and multisensory
alcohol and neutral cues varying in degree of realistic appearance. We will also explore the effects of
multisensory congruence as a factor to modulate cue responses. Young adults will be recruited into two groups
(binge or social drinkers) based on their alcohol consumption. Participants will complete a passive viewing task
involving presentation of visual unisensory and multisensory (visuo-olfactory, and visuo-olfactory-tactile) neutral
and individualized alcohol cues that vary in degree of realism (two–dimensional images vs. three dimensional
simulations in virtual reality vs. real physical objects). Participants will also perform a cross-modal Stroop-like
task in which they respond to alcohol and neutral cues that differ in terms of multisensory congruence. Self-
reported craving, alcohol consumption, and related behaviors will also be assessed. The proposed study
provides an ideal framework for undergraduate students to acquire research experience on a scientific project
that is directly relevant for young adults and has potential for broader public health significance.