Investigating the Effectiveness of a Virtual-Reality-Based Mindfulness Intervention on Internet Gaming Disorder
Selma Tvrtković, Pınar Ünal‐Aydın
Behavioral Sciences November 27, 2024 DOI: 10.3390/bs14121137 (opens in new tab) via OpenAlex
Summary
AI-generated from the abstractA brief virtual-reality-based mindfulness intervention reduced symptoms of Internet Gaming Disorder and weekend gaming time in a small, non-randomized sample of nine participants who met symptom criteria. The intervention consisted of four weekly 20-minute mindfulness sessions. The authors suggest that combining mindfulness with virtual reality may be a cost- and time-effective approach that could improve treatment adherence, particularly for younger gamers. They note the need for larger, randomized, longitudinal studies to validate these preliminary findings.
Study at a glance
| Characteristics | Non-randomized controlled trial Longitudinal Peer reviewed |
|---|---|
| Sample size | 27 |
| Population | Participants meeting Internet Gaming Disorder symptom criteria, recreational game users, and healthy controls without gaming history |
| Dose | four weekly 20-min-long sessions |
| Duration | 4-week intervention |
| Topics | Meditation |
| Keywords | Intervention counseling Psychological intervention Clinical psychology Randomization |
| Citations | 6 |
| Key finding | A brief VR-based mindfulness intervention significantly reduced IGD symptoms and weekend gaming time in the treatment group. |
Abstract
Novel treatment approaches for Internet Gaming Disorder (IGD) include the use of mindfulness and technology-based interventions. Mindfulness has been shown as a protective factor against IGD, but the treatment dropout rates are high due to long sessions and treatment duration. Pathological gamers show approach bias towards technological gadgets, and the inclusion of Virtual Reality has been effective in IGD treatment. Due to the effectiveness of mindfulness and the attractiveness of VR, a combined intervention could decrease treatment time and willingness for treatment. Therefore, the aim of this study was to examine the effectiveness of a brief VR-based mindfulness intervention on IGD symptomatology. Nine participants meeting the IGD symptom criteria, ten recreational game users, and eight healthy controls without a gaming history participated in the study. The intervention consisted of four weekly 20-min-long Attentional Focus Mindfulness sessions. The results indicate a significant reduction in IGD symptoms and weekend gaming time in the treatment group. Despite the small sample size in the treatment group (n = 9) and lack of randomization, the findings constitute a valuable starting point. As a cost- and time-effective intervention, this approach could reduce dropout rates and increase treatment adherence, especially in younger gamers. Additional studies with a larger sample size, randomization, and a longitudinal approach are needed to further validate the found results.