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The use of virtual environments to prevent or treat behavioral addictions: A systematic review
Nelson Bruno de Almeida Cunha1, Miguel Peixoto2, Artemisa R Dores2
1Department of Pharmacobiology, University Center for Exact Sciences and Engineering, University of Guadalajara, Jalisco, Mexico.
Background:
Gambling 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.
Methods:
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).
Results:
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.
Conclusions:
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.
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