Resumen :
Domestic and urban environments are associated to our life experiences and behaviors. These
environments may acquire an emotional and motivational value and, in turn, shape our behaviors.
Although there is a well-established knowledge of the effects of built space features on perception,
feelings, and affective responses (Ulrich, 1991), only a limited attention has been however paid
to physical space-induced motivated behaviors. There is still a strong attitude to consider the
control of motivated behaviors as a matter of individual desires, free will, moral choices, executive
control, etc.—and not as the interaction between environment and personality, genetics, and brain
mechanisms.
Recently, there has been a convergent agreement from architects, designers, psychologists,
and neuroscientists about the multifactorial nature of the reciprocal interaction between humans
and built space, and how it could impact on well-being psychological distress and risky
behaviors (Sternberg, 2009). The emerging interdisciplinary field of “neuroarchitecture” developed
conceptual paradigms and empirical frameworks based on the interaction between brain and built
spaces (see Academy of Neuroscience for Architecture; www.anfarch.org).Within this framework,
we would like to propose the “Cue Reactivity” phenomenon as a paradigmatic example of such as
interaction. Cue reactivity (C-R) is the adaptive response to salient information in the environment
(Niaura et al., 1988). Salient information is that associated to drugs, sex, palatable food, and to a
variety of natural and non-natural rewards (such as gambling, shopping, etc.). Drug C-R manifests
itself as an array of responses to stimuli previously associated to drug effect. The detrimental
consequence of C-R is relapse to drug-seeking and drug-taking (Rohsenow et al., 1991). On
the other hand, C-R is an evolutionary phenotype of the interaction with the environment: in
fact, spatial context rich of reward-related cues may stimulate both positive and risky motivated
behaviors.
In this Opinion paper, we will show that identification and design of specific physical space
features may affect mental health, and that indoor and furniture of drinking venues are associated
to alcohol use. Based on what we know about C-R, and on the effects of built spaces on psychological
and behavioral processes, we think that more research is now possible to plan and design researchbased
“C-R-free situations.” For instance, investigations on outdoor and indoor features associated
to C-R may help to develop “motivational safer built environments.” The complexity of real world
investigations is not however easily modeled in the laboratory, but technologies like virtual reality
may offer the possibility to increase subject’s presence in a spatial context simulation and, in
the meantime, the control of the experimental parameters (García-Rodríguez et al., 2012). For
these reasons, we propose virtual reality as a methodological approach in-between naturalistic and
experimental lab setting for a better understanding of built space features affecting C-R.
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