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The use of virtual environments to prevent or treat behavioral addictions: A systematic review

dc.contributor.authorCunha, Nelson Bruno de Almeida
dc.contributor.authorPeixoto, Miguel
dc.contributor.authorDores, Artemisa R.
dc.contributor.authorde Faria Távora Moreira Peixoto, Miguel
dc.contributor.authorDores, Artemisa
dc.date.accessioned2026-05-20T09:37:39Z
dc.date.available2026-05-20T09:37:39Z
dc.date.issued2026
dc.description.abstractGambling Disorder (GbD) and Gaming Disorder (GmD) are associated with negative consequences that affect personal, social, and professional/academic domains. Although various efforts have been made to prevent and treat both conditions, traditional approaches have limitations, particularly given the technological nature of the environments in which these disorders develop. The aim of this review is to examine the characteristics of Virtual Reality (VR) and Augmented Reality (AR) based interventions for primary and secondary prevention of GbD and GmD. The review was performed according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses statement (PRISMA). A search was conducted across PubMed, Web of Science, Scopus, and EBSCO. Study quality was assessed using the Appraisal Tool for Cross-Sectional Studies (AXIS). Twelve studies (n = 498; 32.1% female) examined VR and AR interventions for GbD and GmD. Multiple VR therapy sessions significantly reduced craving and anxiety in GbD, while educational and self-regulation approaches promoted responsible gambling. In GmD, VR/AR-based interventions reduced symptom severity, gaming time, and negative emotions, improving physical activity and coping skills. Overall, immersive technologies showed consistent therapeutic and preventive benefits across both disorders, enhancing self-regulation and reducing addictive behaviors. The findings support the feasibility, safety, and therapeutic potential of immersive technologies in managing GbD and GmD, although evidence remains insufficient to determine optimal dosage. Future research should focus on long-term interventions with larger and more diverse samples to ensure generalizable results. Studies should also assess the cost-effectiveness of VR and AR as scalable prevention tools for both disorders.eng
dc.identifier.citationde Almeida Cunha, N. B., Peixoto, M., & Dores, A. R. (2026). The use of virtual environments to prevent or treat behavioral addictions: A systematic review. Journal of Psychiatric Research, 200, 71–84. https://doi.org/10.1016/j.jpsychires.2026.05.025
dc.identifier.doi10.1016/j.jpsychires.2026.05.025
dc.identifier.eissn1879-1379
dc.identifier.issn0022-3956
dc.identifier.urihttp://hdl.handle.net/10400.22/32392
dc.language.isoeng
dc.peerreviewedyes
dc.publisherElsevier
dc.relationUID/5210/2025
dc.relation.hasversionhttps://www.sciencedirect.com/science/article/pii/S0022395626002773?via%3Dihub
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectGambling disorder
dc.subjectGaming disorder
dc.subjectAugmented reality
dc.subjectMixed reality
dc.subjectVirtual reality
dc.subjectPrevention
dc.subjectImmersive technology
dc.titleThe use of virtual environments to prevent or treat behavioral addictions: A systematic revieweng
dc.typeresearch article
dspace.entity.typePublication
oaire.citation.endPage84
oaire.citation.startPage71
oaire.citation.titleJournal of Psychiatric Research
oaire.citation.volume200
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNamede Faria Távora Moreira Peixoto
person.familyNameDores
person.givenNameMiguel
person.givenNameArtemisa
person.identifier.ciencia-idCB15-0DC5-0AD5
person.identifier.ciencia-id6B12-301B-4A0F
person.identifier.orcid0000-0002-6361-1066
person.identifier.orcid0000-0003-4595-9816
relation.isAuthorOfPublicatione9d4fc39-5a5e-427a-9402-cf343906dd2e
relation.isAuthorOfPublication6579b160-3747-4ab2-a590-9f7d03215fa7
relation.isAuthorOfPublication.latestForDiscoverye9d4fc39-5a5e-427a-9402-cf343906dd2e

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