| Literature DB >> 29672530 |
Yu-Bin Shin1,2, Jae-Jin Kim1,2,3, Min-Kyeong Kim2,3, Sunghyon Kyeong2, Young Hoon Jung1,2, Hyojung Eom1,2, Eunjoo Kim2,3.
Abstract
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.Entities:
Mesh:
Year: 2018 PMID: 29672530 PMCID: PMC5908156 DOI: 10.1371/journal.pone.0195677
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Demographic and clinical characteristics, and virtual reality experience assessments of IGD versus HC.
| IGD (n = 34) | HC (n = 30) | χ2 | p | ||
|---|---|---|---|---|---|
| N (%) | N (%) | ||||
| .22 | .63 | ||||
| 19 (44.11) | 15 (50.00) | ||||
| 15 (55.88) | 15 (50.00) | ||||
| 14.39 | <.001 | ||||
| 9 (26.47) | 0 | ||||
| 4 (11.76) | 0 | ||||
| 17.20 (4.57) | 18.60 (4.98) | 1.16 | .24 | ||
| 111.06 (13.03) | 114.13 (10.35) | 1.02 | .30 | ||
| 10.97 (3.71) | 11.60 (3.89) | .66 | .51 | ||
| 27.85 (15.85) | 5.17 (6.12) | -7.33 | <.001 | ||
| 55.51 (15.03) | 35.07 (11.5) | -5.73 | <.001 | ||
| 59.02 (14.58) | 31.86 (13.16) | -7.77 | <.001 | ||
| 135.06 (21.56) | 135.96 (16.67) | .18 | .85 | ||
| 13.36 (9.70) | 5.53 (6.45) | -3.73 | <.001 | ||
IGD, internet gaming disorder; HC, healthy controls; SD, standard deviation; MDD, major depressive disorder; ADHD, attention-deficit/hyperactivity disorder; IAT_gaming, modified version of internet addiction test.
Fig 1Screenshots of virtual environment and experimental procedure of virtual reality tasks.
Effects of virtual reality tasks on visual analogue scale (VAS) craving and acceptance rate.
| IGD (n = 34) | HC (n = 30) | t | |||
|---|---|---|---|---|---|
| Mean (SD) | Mean (SD) | ||||
| 52.30 (24.87) | 19.68 (20.48) | -5.68 | <.001 | ||
| 44.64 (26.60) | 17.28 (18.93) | -4.68 | <.001 | ||
| 55.35 (26.29) | 17.93 (20.96) | -6.23 | <.001 | ||
| 35.36 (28.37) | 19.13 (20.72) | -2.58 | .012 | ||
| 65.32 (38.30) | 25.61 (33.55) | -4.38 | <.001 | ||
Fig 2Correlations of symptom severity with visual analogue scale (VAS) craving in virtual reality.