Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder

被引:3
作者
Wei, Wen [1 ]
Wang, Qi [2 ]
Ding, Ruyi [2 ]
Dong, Rui [3 ]
Ni, Shiguang [1 ]
机构
[1] Tsinghua Univ, Int Grad Sch Shenzhen, Shenzhen 518055, Peoples R China
[2] Sun Yat sen Univ, Dept Psychol, Guangzhou 510006, Peoples R China
[3] Zhejiang Univ Finance & Econ, Sch Business Adm, Hangzhou 310018, Peoples R China
关键词
internet gaming disorder; approach bias; virtual reality; measurement; ADDICTIVE BEHAVIORS; YOUNG-ADULTS; QUESTIONNAIRE; ADOLESCENTS; PREVALENCE; ANXIETY;
D O I
10.3390/bs13050408
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes people tend to approach game-related clues. Recently, a few researchers have started to use the approach-avoidance task (AAT) paradigm to study the approach bias of IGD, and they also think it is an essential characteristic of IGD. However, the traditional AAT cannot provide realistic approach-avoidance behavior to stimuli, and virtual reality has been proven to provide a highly ecological environment to measure approach bias. Therefore, this study innovatively integrates virtual reality and the AAT paradigm to measure the approach bias of IGD. We found that compared with neutral stimuli, IGD spent less time approaching game-related stimuli, which indicates that it is difficult for IGD to avoid game-related situations in the virtual environment. This study also revealed that game-related content stimuli in virtual reality alone did not increase the IGD group's craving for games. These results proved that AAT in VR could cause the approach bias of IGD and provide high ecological validity and an effective tool for the intervention of IGD in the future.
引用
收藏
页数:12
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