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Development of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder

DC Field Value Language
dc.contributor.author김민경-
dc.contributor.author김은주-
dc.contributor.author김재진-
dc.date.accessioned2018-08-28T17:08:57Z-
dc.date.available2018-08-28T17:08:57Z-
dc.date.issued2018-
dc.identifier.urihttps://ir.ymlib.yonsei.ac.kr/handle/22282913/162310-
dc.description.abstractInternet 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 cafe 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 cafe 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.-
dc.description.statementOfResponsibilityopen-
dc.languageEnglish-
dc.publisherPublic Library of Science-
dc.relation.isPartOfPLOS ONE-
dc.rightsCC BY-NC-ND 2.0 KR-
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/2.0/kr/-
dc.titleDevelopment of an effective virtual environment in eliciting craving in adolescents and young adults with internet gaming disorder-
dc.typeArticle-
dc.contributor.collegeCollege of Medicine-
dc.contributor.departmentDept. of Psychiatry-
dc.contributor.googleauthorYu-Bin Shin-
dc.contributor.googleauthorJae-Jin Kim-
dc.contributor.googleauthorMin-Kyeong Kim-
dc.contributor.googleauthorSunghyon Kyeong-
dc.contributor.googleauthorYoung Hoon Jung-
dc.contributor.googleauthorHyojung Eom-
dc.contributor.googleauthorEunjoo Kim-
dc.identifier.doi10.1371/journal.pone.0195677-
dc.contributor.localIdA04894-
dc.contributor.localIdA00820-
dc.contributor.localIdA00870-
dc.relation.journalcodeJ02540-
dc.identifier.eissn1932-6203-
dc.identifier.pmid29672530-
dc.contributor.alternativeNameKim, Min Kyung-
dc.contributor.alternativeNameKim, Eun Joo-
dc.contributor.alternativeNameKim, Jae Jin-
dc.contributor.affiliatedAuthorKim, Min Kyung-
dc.contributor.affiliatedAuthorKim, Eun Joo-
dc.contributor.affiliatedAuthorKim, Jae Jin-
dc.citation.volume13-
dc.citation.number4-
dc.citation.startPagee0195677-
dc.identifier.bibliographicCitationPLOS ONE, Vol.13(4) : e0195677, 2018-
dc.identifier.rimsid59896-
dc.type.rimsART-
Appears in Collections:
1. College of Medicine (의과대학) > Dept. of Psychiatry (정신과학교실) > 1. Journal Papers

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