The proposed environments make it possible to recreate situations conducive to the emergence of craving linked to tobacco, alcohol, drugs or gambling. The bar and the terrace provide exposure to social consumption indicators, while the home, day and night, reproduces an ecological framework of everyday life.
In a virtual casino, the patient can be confronted with slot machines and avatars whose emotional characteristics the practitioner adjusts. At the tobacconist, he encounters clues linked to tobacco and gambling (scratch tickets, bets, lotto).
These situations can be repeated and gradually integrated into the practitioner's protocol, in order to work with the patient on the cognitions, emotions and behaviors associated with addiction.