Choice of Leisure Activities by Adolescents and Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality Program (Preprint)

03 medical and health sciences 0302 clinical medicine 16. Peace & justice 3. Good health
DOI: 10.2196/preprints.18473 Publication Date: 2020-12-11T16:47:28Z
ABSTRACT
<sec> <title>BACKGROUND</title> Excessive internet game use frequently leads to various physical, psychological, and social problems, gaming disorder (IGD) has become a serious public health issue worldwide. Recently, virtual reality (VR) therapy emerged as promising method increase psychological treatment motivation accessibility. However, few studies have examined the potential of VR technology for management IGD, content tailored IGD characteristics remains scarce. </sec> <title>OBJECTIVE</title> This preliminary study aimed examine VR-based program that was designed help users identify their leisure time patterns, especially those related gaming, modify overuse by alternative activities provided in content. Moreover, investigate whether users’ reflect clinical variables youth, we relationships among activity selection pattern, built-in response, speech data obtained from program, well symptom severity psychiatric comorbidities, participants reported through relevant questionnaire data. <title>METHODS</title> Three types (understanding my daily at home, finding an expressing contradictory opinions toward friend’s beliefs) were developed simulating situations which patients with can select free-time activities. We addiction, mental 23 29 control participants. Behavioral self-rated responses VR, such patterns (speech time, satisfaction, accordance), results questionnaires compared between groups. The correlations behaviors real-life assessed measures analyzed. <title>RESULTS</title> Significant found behavior user data, our program. Our showed group had fewer preferred or digital other controls, even VR. There positive relationship viability selected amount perceived satisfaction (r=.748, &lt;i&gt;P&lt;/i&gt;&amp;lt;.001). Speech accordance lower than correlated negatively Internet Addiction Test Test–gaming scores (r=.300, &lt;i&gt;P&lt;/i&gt;=.03) but positively (r=.312, &lt;i&gt;P&lt;/i&gt;=.02). <title>CONCLUSIONS</title> provide information about youths symptoms, be useful applying management.
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