2020
DOI: 10.1016/j.chb.2020.106293
|View full text |Cite
|
Sign up to set email alerts
|

Virtual reality as a platform for research in gambling behaviour

Abstract: Research into gambling behaviour is an important aspect of mitigating the effects of problem gambling. However, the majority of existing studies are conducted in the laboratory, rather than in vivo, raising questions over the generalisability of results. Virtual reality (VR) is well established as an effective tool for exposure therapy, and has also been used in other experimental contexts: such work is often motivated by the ability of the platform to create ecologically valid conditions, and simulations that… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
14
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
1
1

Relationship

0
7

Authors

Journals

citations
Cited by 16 publications
(16 citation statements)
references
References 60 publications
0
14
0
Order By: Relevance
“…Researchers proposed that IVEs should incorporate typical elements (features such as furniture or features) of actual environments. In a study examining gambling behavior, Dickinson et al (2020) included items such as paper slips, pens, and stools in the betting shop ( Figure 5).…”
Section: Important Commonly Found Environmental Accessoriesmentioning
confidence: 99%
See 2 more Smart Citations
“…Researchers proposed that IVEs should incorporate typical elements (features such as furniture or features) of actual environments. In a study examining gambling behavior, Dickinson et al (2020) included items such as paper slips, pens, and stools in the betting shop ( Figure 5).…”
Section: Important Commonly Found Environmental Accessoriesmentioning
confidence: 99%
“…IVEs may be perceived as more immersive than lab conditions (Dickinson et al, 2020). However, high levels of visual realism (i.e., consistency between one's virtual vs. real-world experience Witmer and Singer, 1998) might increase expectations for other aspects (e.g., nonvisual and tactile) of the simulation to be equally realistic (Dickinson et al, 2020).…”
Section: Minimizing Unnecessary Detailmentioning
confidence: 99%
See 1 more Smart Citation
“…Recent research has exploited the development of high-performance virtual reality (VR) technology to increase the ecological validity of stimuli presented in studies of cue-exposure [13] , counterconditioning [4] , equilibrium training [5] , social gazing [6] and gambling behavior in healthy control participants [7] . Furthermore, it has been shown to increase immersion and arousal during gambling games [8] . However, before VR can be widely applied with confidence it is important to establish that commonly applied behavioral tasks still yield reliable data in a VR context.…”
Section: Introductionmentioning
confidence: 99%
“…By equipping participants with head-mounted VR-glasses and sufficient space to navigate within the VR-environment, a strong sense of immersion can be created, which in turn generates more realistic stimulation. In this way VR also offers a potential solution for the problem of ecologically valid addiction-related stimuli for studies in the field of cue-reactivity [7,8] . For example, Bouchard et al [2] developed a VR-design that is built to provide ecologically valid stimuli for participants suffering from gambling disorder by placing them in a virtual casino.…”
Section: Introductionmentioning
confidence: 99%