Evidence map›Paper›PMID 29672530›Full record

ArticlePloS one2018

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

Yu-Bin Shin, Jae-Jin Kim, Min-Kyeong Kim, Sunghyon Kyeong, Young Hoon Jung, Hyojung Eom, Eunjoo Kim

Open access · goldAbstract read
In one paragraph

Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 23 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed, 4 pooled it
10.1field-weighted citation impact, top 2% 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

23 citing papers in PubMed, 4 syntheses or guidelines pooled it, 45 citations in OpenAlex.

  1. Pooled it
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  13. Article
  14. A Bibliometric Analysis of Research into Internet Gaming Disorders in Korea.International journal of environmental research and public health · 2023
    Review
  15. Article
  16. EEG response to game-craving according to personal preference for games.Social cognitive and affective neuroscience · 2021
    Article
  17. Review
  18. Article
  19. Article
  20. The Use of Virtual Reality in Psychiatry: A Review.Soa--ch'ongsonyon chongsin uihak = Journal of child & adolescent psychiatry · 2020
    Review
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

7 authors at 1 institution in 1 country.

Yu-Bin ShinBrain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea.
Jae-Jin KimBrain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea.
Min-Kyeong KimInstitute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.
Sunghyon KyeongInstitute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.
Young Hoon JungBrain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea.
Hyojung EomBrain Korea 21 PLUS Project for Medical Science, Yonsei University, Seoul, Republic of Korea.
Eunjoo KimInstitute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.ORCID 0000-0003-3061-2051
Yonsei University · KR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

CravingInternetVideo GamesVirtual RealityAdolescentAdultBehavior, AddictiveChildCuesFeasibility StudiesHumansMalePsychiatric Status Rating ScalesSeverity of Illness IndexVirtual Reality Exposure TherapyYoung Adult

Identifiers

PMID29672530
PMCPMC5908156
OpenAlexW2800764134

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.