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Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder
Internet gaming disorder (IGD) is a new disorder that warrants further investigation, as recently noted in the research criteria of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. Offering controlled environments that increase cue-induced craving, virtual reality cue-exposu...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5908156/ https://www.ncbi.nlm.nih.gov/pubmed/29672530 http://dx.doi.org/10.1371/journal.pone.0195677 |
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author | Shin, Yu-Bin Kim, Jae-Jin Kim, Min-Kyeong Kyeong, Sunghyon Jung, Young Hoon Eom, Hyojung Kim, Eunjoo |
author_facet | Shin, Yu-Bin Kim, Jae-Jin Kim, Min-Kyeong Kyeong, Sunghyon Jung, Young Hoon Eom, Hyojung Kim, Eunjoo |
author_sort | Shin, Yu-Bin |
collection | PubMed |
description | Internet gaming disorder (IGD) is a new disorder that warrants further investigation, as recently noted in the research criteria of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. Offering controlled environments that increase cue-induced craving, virtual reality cue-exposure therapy has been shown to be effective for some addiction disorders. To assess the feasibility of virtual reality for patients with IGD, this study aimed to develop virtual environments that represent risk situations for inducing craving, and assess the effect of virtual reality in cue reactivity. A total of 64 male adolescents and young adults (34 with IGD and 30 without) were recruited for participation. We developed a virtual internet café environment and the participants were exposed to four different tasks. As the primary feasibility outcome, cravings were measured with a visual analogue scale measuring current urge to play a game after exposure to each task. The virtual internet café induced significantly greater cravings in patients with IGD compared to controls. Additionally, patients exhibited a significantly higher acceptance rate of an avatar’s invitation to play a game together than that of controls. In IGD, craving response to the tasks was positively associated with the symptom severity score as measured by Young's Internet Addiction Test. These findings reveal that virtual reality laden with complex game-related cues could evoke game craving in patients with IGD and could be used in the treatment of IGD as a cue-exposure therapy tool for eliciting craving. |
format | Online Article Text |
id | pubmed-5908156 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-59081562018-05-06 Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder Shin, Yu-Bin Kim, Jae-Jin Kim, Min-Kyeong Kyeong, Sunghyon Jung, Young Hoon Eom, Hyojung Kim, Eunjoo PLoS One Research Article Internet gaming disorder (IGD) is a new disorder that warrants further investigation, as recently noted in the research criteria of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. Offering controlled environments that increase cue-induced craving, virtual reality cue-exposure therapy has been shown to be effective for some addiction disorders. To assess the feasibility of virtual reality for patients with IGD, this study aimed to develop virtual environments that represent risk situations for inducing craving, and assess the effect of virtual reality in cue reactivity. A total of 64 male adolescents and young adults (34 with IGD and 30 without) were recruited for participation. We developed a virtual internet café environment and the participants were exposed to four different tasks. As the primary feasibility outcome, cravings were measured with a visual analogue scale measuring current urge to play a game after exposure to each task. The virtual internet café induced significantly greater cravings in patients with IGD compared to controls. Additionally, patients exhibited a significantly higher acceptance rate of an avatar’s invitation to play a game together than that of controls. In IGD, craving response to the tasks was positively associated with the symptom severity score as measured by Young's Internet Addiction Test. These findings reveal that virtual reality laden with complex game-related cues could evoke game craving in patients with IGD and could be used in the treatment of IGD as a cue-exposure therapy tool for eliciting craving. Public Library of Science 2018-04-19 /pmc/articles/PMC5908156/ /pubmed/29672530 http://dx.doi.org/10.1371/journal.pone.0195677 Text en © 2018 Shin et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Shin, Yu-Bin Kim, Jae-Jin Kim, Min-Kyeong Kyeong, Sunghyon Jung, Young Hoon Eom, Hyojung Kim, Eunjoo Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title | Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title_full | Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title_fullStr | Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title_full_unstemmed | Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title_short | Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
title_sort | development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5908156/ https://www.ncbi.nlm.nih.gov/pubmed/29672530 http://dx.doi.org/10.1371/journal.pone.0195677 |
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