Evidence map›Paper›PMID 29301261›Full record

ArticleSensors (Basel, Switzerland)2018

Detection of Craving for Gaming in Adolescents with Internet Gaming Disorder Using Multimodal Biosignals.

Hodam Kim, Jihyeon Ha, Won-Du Chang, Wanjoo Park, Laehyun Kim, Chang-Hwan Im

Open access · goldAbstract read
In one paragraph

Article in Sensors (Basel, Switzerland), 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed
8.9field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

17 citing papers in PubMed, 32 citations in OpenAlex.

  1. Trial
  2. Review
  3. Article
  4. Article
  5. Article
  6. Review
  7. AR-Enabled Persistent Human-Machine Interfaces via a Scalable Soft Electrode Array.Advanced science (Weinheim, Baden-Wurttemberg, Germany) · 2024
    Article
  8. Article
  9. Article
  10. Article
  11. Article
  12. Article
  13. Article
  14. Article
  15. Article
  16. Article
  17. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 3 institutions in 1 country.

Hodam KimDepartment of Biomedical Engineering, Hanyang University, Seoul 04673, Korea. rhg910907@hanyang.ac.kr.
Jihyeon HaDepartment of Biomedical Engineering, Hanyang University, Seoul 04673, Korea. hj910410@kist.re.kr.
Won-Du ChangSchool of Electronic and Biomedical Engineering, Tongmyong University, Busan 48520, Korea. 12cross@gmail.com.ORCID 0000-0002-7437-4211
Wanjoo ParkCenter for Bionics, Korea Institute of Science and Technology, Seoul 02792, Korea. wanjoo.park@gmail.com.
Laehyun KimCenter for Bionics, Korea Institute of Science and Technology, Seoul 02792, Korea. laehyunk@kist.re.kr.
Chang-Hwan ImDepartment of Biomedical Engineering, Hanyang University, Seoul 04673, Korea. ich@hanyang.ac.kr.ORCID 0000-0003-3795-3318
Hanyang University · KRKorea Institute of Science and Technology · KRTongmyong University · KR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important. We aroused a craving for gaming in 57 adolescents with mild to severe IGD using numerous short video clips showing gameplay videos of three addictive games. At the same time, a variety of biosignals were recorded including photoplethysmogram, galvanic skin response, and electrooculogram measurements. After observing the changes in these biosignals during the craving state, we classified each individual participant's craving/non-craving states using a support vector machine. When video clips edited to arouse a craving for gaming were played, significant decreases in the standard deviation of the heart rate, the number of eye blinks, and saccadic eye movements were observed, along with a significant increase in the mean respiratory rate. Based on these results, we were able to classify whether an individual participant felt a craving for gaming with an average accuracy of 87.04%. This is the first study that has attempted to detect a craving for gaming in an individual with IGD using multimodal biosignal measurements. Moreover, this is the first that showed that an electrooculogram could provide useful biosignal markers for detecting a craving for gaming.

Indexed as

CravingAdolescentAdolescent BehaviorBehavior, AddictiveHumansInternetVideo Gamesbiosignal analysiscravinginternet game addictioninternet gaming disordermachine learning

Identifiers

PMID29301261
PMCPMC5795403
OpenAlexW2782539451

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.