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与患有网络游戏障碍的年轻人的父母管理与游戏相关的冲突:一款虚拟现实应用程序的开发与可行性研究

Managing Game-Related Conflict With Parents of Young Adults With Internet Gaming Disorder: Development and Feasibility Study of a Virtual Reality App.

作者信息

Shin Yu-Bin, Kim Jae-Jin, Kim Hyunji, Kim Soo-Jeong, Eom Hyojung, Jung Young Hoon, Kim Eunjoo

机构信息

Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Republic of Korea.

Department of Psychiatry, Gangnam Severance Hospital, Yonsei University College of Medicine, Seoul, Republic of Korea.

出版信息

JMIR Serious Games. 2021 Jan 18;9(1):e22494. doi: 10.2196/22494.

Abstract

BACKGROUND

Individuals with internet gaming disorder (IGD) report facing family conflicts repeatedly because of their excessive internet gaming. With recent advancements in virtual reality (VR) technology, VR therapy has emerged as a promising method for the management of various psychiatric disorders, including IGD. Given that several risk and protective factors for young people with addiction can be influenced by their interpersonal context, the potential utility of VR-based apps for managing family conflicts needs to be examined with reference to IGD management. However, few studies have evaluated potential treatment modules related to interpersonal conflict management, such as emotion regulation and taking the perspective of others.

OBJECTIVE

This preliminary study aims to examine the potential use of a VR-based app in the management of game-related conflicts with parents of young adults with IGD and matched controls.

METHODS

In total, 50 young male adults (24 with IGD and 26 controls) were recruited to participate in the study. We developed a virtual room where game-related family conflicts arise. Using this room, participants completed 2 VR tasks that required them to express anger and then implement coping skills (ie, risk/benefit assessment of stopping a game and taking parents' perspective) to deal with negative emotions in interpersonal conflict situations and to decrease one's gaming behavior.

RESULTS

The results showed that immersion in our VR app tended to provoke negative emotions in individuals with IGD. In addition, after a risk/benefit assessment of stopping a game, the response of stopping a game immediately increased significantly in the IGD group, suggesting that patients' gaming behavior could be changed using our VR program. Furthermore, in individuals with IGD, longer gaming hours were associated with a lower level of perceived usefulness of the coping skills training.

CONCLUSIONS

The findings of this study indicate that our VR app may be useful for implementing more desirable behaviors and managing gaming-related family conflicts in individuals with IGD. Our VR app may offer an alternative for individuals with IGD to learn how a vicious cycle of conflicts is developed and to easily and safely assess their dysfunctional thoughts behind the conflicts (ie, perceived unreasonable risks of stopping a game and thoughts acting as a barrier to taking the perspective of others).

摘要

背景

患有网络游戏障碍(IGD)的个体报告称,由于过度沉迷网络游戏,他们反复面临家庭冲突。随着虚拟现实(VR)技术的最新进展,VR疗法已成为一种有前景的方法,可用于管理包括IGD在内的各种精神障碍。鉴于成瘾青少年的若干风险和保护因素会受到其人际环境的影响,因此需要参照IGD管理来研究基于VR的应用程序在处理家庭冲突方面的潜在效用。然而,很少有研究评估与人际冲突管理相关的潜在治疗模块,如情绪调节和换位思考。

目的

本初步研究旨在探讨一款基于VR的应用程序在管理患有IGD的年轻成年人与其父母之间与游戏相关冲突方面的潜在用途,并与匹配的对照组进行比较。

方法

总共招募了50名年轻男性成年人(24名患有IGD,26名作为对照)参与研究。我们创建了一个会引发与游戏相关家庭冲突的虚拟房间。参与者使用这个房间完成两项VR任务,要求他们先表达愤怒,然后运用应对技巧(即停止游戏的风险/收益评估以及换位思考)来处理人际冲突情境中的负面情绪,并减少自身的游戏行为。

结果

结果显示,沉浸在我们的VR应用程序中往往会引发患有IGD的个体产生负面情绪。此外,在对停止游戏进行风险/收益评估后,IGD组中立即停止游戏的反应显著增加,这表明使用我们的VR程序可以改变患者的游戏行为。此外,在患有IGD的个体中,游戏时长越长,对应对技巧训练的感知有用性水平越低。

结论

本研究结果表明,我们的VR应用程序可能有助于IGD患者实施更理想的行为,并管理与游戏相关的家庭冲突。我们的VR应用程序可能为IGD患者提供一种途径,让他们了解冲突的恶性循环是如何形成的,并轻松、安全地评估冲突背后的功能失调思维(即认为停止游戏存在不合理风险以及阻碍换位思考的思维)。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/652d/7850909/d98dd971008a/games_v9i1e22494_fig1.jpg

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