Evaluación de usabilidad, deseo de jugar y sentido de presencia en ambientes virtuales para el tratamiento del juego compulsivo

2021 
The DSM-5 classifies compulsive gambling as a non-substance-related addiction disorder characterized by the need to gamble. The effectiveness of cognitive-behavioural therapy (CBT) stands out in the treatment of pathological gambling. However, the use of CBT traditional techniques to manage the problem has shown some limitations. Virtual Reality (VR) is an exposure technique that has shown advantages over stimulus control and better access to dysfunctional thoughts. The present study used a one-way repeated measures design. The sample included 30 participants, comprised of 14 women and 16 men, between the ages of 18 and 65 years old. Data collection included a DSM-5 screen for problem gambling (NODS) > 1. Participants evaluated two virtual reality scenarios. The results, which used Slater-Usoh-Steed (SUS), and other follow-up measures, show that virtual environments generate mild physical sickness, are associated with presence sensations and that the desire to gamble is associated with exposure decreases over time. These findings suggest that virtual reality environments are viable for use as an exposure technique.
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