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Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder
Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes people tend to approach game-related clues. Recen...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10215790/ https://www.ncbi.nlm.nih.gov/pubmed/37232645 http://dx.doi.org/10.3390/bs13050408 |
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author | Wei, Wen Wang, Qi Ding, Ruyi Dong, Rui Ni, Shiguang |
author_facet | Wei, Wen Wang, Qi Ding, Ruyi Dong, Rui Ni, Shiguang |
author_sort | Wei, Wen |
collection | PubMed |
description | Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes people tend to approach game-related clues. Recently, a few researchers have started to use the approach–avoidance task (AAT) paradigm to study the approach bias of IGD, and they also think it is an essential characteristic of IGD. However, the traditional AAT cannot provide realistic approach–avoidance behavior to stimuli, and virtual reality has been proven to provide a highly ecological environment to measure approach bias. Therefore, this study innovatively integrates virtual reality and the AAT paradigm to measure the approach bias of IGD. We found that compared with neutral stimuli, IGD spent less time approaching game-related stimuli, which indicates that it is difficult for IGD to avoid game-related situations in the virtual environment. This study also revealed that game-related content stimuli in virtual reality alone did not increase the IGD group’s craving for games. These results proved that AAT in VR could cause the approach bias of IGD and provide high ecological validity and an effective tool for the intervention of IGD in the future. |
format | Online Article Text |
id | pubmed-10215790 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-102157902023-05-27 Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder Wei, Wen Wang, Qi Ding, Ruyi Dong, Rui Ni, Shiguang Behav Sci (Basel) Article Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes people tend to approach game-related clues. Recently, a few researchers have started to use the approach–avoidance task (AAT) paradigm to study the approach bias of IGD, and they also think it is an essential characteristic of IGD. However, the traditional AAT cannot provide realistic approach–avoidance behavior to stimuli, and virtual reality has been proven to provide a highly ecological environment to measure approach bias. Therefore, this study innovatively integrates virtual reality and the AAT paradigm to measure the approach bias of IGD. We found that compared with neutral stimuli, IGD spent less time approaching game-related stimuli, which indicates that it is difficult for IGD to avoid game-related situations in the virtual environment. This study also revealed that game-related content stimuli in virtual reality alone did not increase the IGD group’s craving for games. These results proved that AAT in VR could cause the approach bias of IGD and provide high ecological validity and an effective tool for the intervention of IGD in the future. MDPI 2023-05-14 /pmc/articles/PMC10215790/ /pubmed/37232645 http://dx.doi.org/10.3390/bs13050408 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Wei, Wen Wang, Qi Ding, Ruyi Dong, Rui Ni, Shiguang Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title | Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title_full | Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title_fullStr | Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title_full_unstemmed | Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title_short | Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder |
title_sort | playing closer: using virtual reality to measure approach bias of internet gaming disorder |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10215790/ https://www.ncbi.nlm.nih.gov/pubmed/37232645 http://dx.doi.org/10.3390/bs13050408 |
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