Lee Narae, Kim Jae-Jin, Shin Yu-Bin, Eom Hyojung, Kim Min-Kyeong, Kyeong Sunghyon, Jung Young Hoon, Min Sarang, Kwon Joon Hee, Kim Eunjoo
Department of Psychiatry & Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.
Department of Psychiatry, Yonsei University Gangnam Severance Hospital, Seoul, Republic of Korea.
JMIR Serious Games. 2020 Dec 11;8(4):e18473. doi: 10.2196/18473.
Excessive internet game use frequently leads to various physical, psychological, and social problems, and internet gaming disorder (IGD) has become a serious public health issue worldwide. Recently, virtual reality (VR) therapy has emerged as a promising method to increase psychological treatment motivation and accessibility. However, few studies have examined the potential of VR technology for the management of IGD, and VR content tailored to IGD characteristics remains scarce.
This preliminary study aimed to examine the potential of a VR-based program that was designed to help users identify their leisure time use patterns, especially those related to gaming, and to modify their gaming overuse by alternative activities provided in the VR content. Moreover, to investigate whether users' VR activities reflect various clinical variables of IGD in youth, we examined the relationships among the leisure time activity selection pattern, built-in response, and speech data obtained from the VR program, as well as symptom severity of internet gaming, psychiatric comorbidities, and motivation of participants reported through relevant questionnaire data.
Three types of VR content (understanding my daily activities at home, finding an alternative activity to internet gaming at home, expressing contradictory opinions toward a friend's gaming beliefs) were developed by simulating the daily situations in which patients with IGD can select alternative free-time leisure activities. We examined internet addiction, mental health problems, and motivation for 23 IGD and 29 control participants. Behavioral and self-rated responses from VR, such as alternative activity selection data and speech patterns (speech time, speech satisfaction, and speech accordance), and results from various questionnaires were compared between groups. The correlations between IGD behaviors in VR and real-life behaviors assessed by questionnaire measures were analyzed.
Significant correlations were found between internet gaming behavior and user activity data, such as speech and activity selection pattern, in our VR program. Our results showed that the IGD group had fewer leisure activities and preferred game or digital activities to other types of activities compared to controls, even in VR. There was a positive relationship between the viability of alternative leisure activities the participants selected in VR and the amount of perceived satisfaction from that activity (r=.748, P<.001). Speech accordance in the IGD group was lower than in the control group and was correlated negatively with Internet Addiction Test and Internet Addiction Test-gaming scores (r=.300, P=.03) but positively with users' motivation (r=.312, P=.02).
The results from our VR program can provide information about daily activity patterns of youths with IGD and the relationship between user VR activities and IGD symptoms, which can be useful in applying VR technology to IGD management.
过度使用网络游戏常常会导致各种身体、心理和社会问题,而网络游戏障碍(IGD)已成为全球范围内一个严重的公共卫生问题。最近,虚拟现实(VR)疗法已成为一种有望提高心理治疗动机和可及性的方法。然而,很少有研究探讨VR技术在管理IGD方面的潜力,且针对IGD特征量身定制的VR内容仍然匮乏。
这项初步研究旨在探讨一个基于VR的程序的潜力,该程序旨在帮助用户识别其休闲时间使用模式,尤其是与游戏相关的模式,并通过VR内容中提供的替代活动来改变他们的游戏过度使用情况。此外,为了调查用户的VR活动是否反映了青少年IGD的各种临床变量,我们研究了休闲时间活动选择模式、内置反应以及从VR程序获得的语音数据之间的关系,以及通过相关问卷数据报告的网络游戏症状严重程度、精神共病情况和参与者的动机。
通过模拟IGD患者可以选择替代休闲活动的日常情境,开发了三种类型的VR内容(了解我在家中的日常活动、在家中找到网络游戏的替代活动、对朋友的游戏观念表达矛盾观点)。我们对23名IGD参与者和29名对照参与者的网络成瘾、心理健康问题和动机进行了研究。比较了两组之间来自VR的行为和自评反应,如替代活动选择数据和语音模式(语音时间、语音满意度和语音一致性),以及各种问卷的结果。分析了VR中的IGD行为与通过问卷测量评估的现实生活行为之间的相关性。
在我们的VR程序中,发现网络游戏行为与用户活动数据(如语音和活动选择模式)之间存在显著相关性。我们的结果表明,与对照组相比,IGD组的休闲活动较少,即使在VR环境中,也比其他类型的活动更喜欢游戏或数字活动。参与者在VR中选择的替代休闲活动的可行性与该活动的感知满意度之间存在正相关(r = 0.748,P < 0.001)。IGD组的语音一致性低于对照组,且与网络成瘾测试和网络成瘾测试 - 游戏得分呈负相关(r = 0.300,P = 0.03),但与用户动机呈正相关(r = 0.312,P = 0.02)。
我们VR程序的结果可以提供有关IGD青少年日常活动模式以及用户VR活动与IGD症状之间关系的信息,这对于将VR技术应用于IGD管理可能是有用的。