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A Pilot Study of a Mindfulness-Based Cognitive Therapy for Internet Gaming Disorder Among College-Aged Students in South Korea

Anderson Yoon, Yehwi Park, Min Ah Kim, I-ming Chiu, Phyllis Solomon, Seog Ju Kim, Hayoung Oh, Willem Kuyken

Mindfulness June 1, 2026 DOI: 10.1007/s12671-026-02855-1 (opens in new tab)

Study at a glance

AI-extracted from the abstract
Characteristics Pilot experimental study Pilot study Peer reviewed
Sample size 46
Population College-aged students at high risk of internet gaming disorder in South Korea
Duration 8-week intervention, 4-week follow-up
Topics Meditation
Key findings MBCT-G reduced internet gaming disorder symptoms, perceived stress, and state anxiety, and improved self-control relative to no intervention; changes persisted at 4 weeks except for state anxiety.

Abstract

Abstract Objectives Mindfulness-based cognitive therapy (MBCT) integrates cognitive therapy and mindfulness meditation to help individuals disengage from maladaptive thoughts and reactive behavioral patterns. By cultivating nonjudgmental present-moment awareness and decentering from thoughts and emotions, MBCT enhances the capacity to respond more skillfully, thereby reducing impulsivity and promoting self-control. This study pilot-tested the effectiveness of MBCT for internet gaming disorder (MBCT-G) among college-aged students at risk for problematic gaming, focusing on reducing symptoms of internet gaming disorder and secondarily on psychological benefits.

Method: A pilot experimental study was conducted in South Korea with 46 college-aged students at high risk of internet gaming disorder. The intervention group ( n = 24) participated in eight group sessions of MBCT-G and a control group ( n = 22) received no intervention. Internet gaming disorder, impulsivity, depressive symptoms, perceived stress, anxiety, and self-control were assessed before and after the intervention and at 4 weeks postintervention.

Results: Linear mixed-model analyses indicated participants in the intervention group had greater reductions in internet gaming disorder symptoms, perceived stress, and state anxiety and enhanced improvement in self-control relative to the control group; these changes persisted at 4-week follow-up except for state anxiety.

Conclusions: Findings suggested MBCT-G is a promising intervention for college-aged students whose gaming is problematic and puts them at risk for gaming disorder. Further research is needed with a larger sample, a comparison group receiving an alternative intervention and a longer follow-up period. Preregistration This study was not prospectively registered; however, it was retrospectively registered with ISRCTN Registry (# ISRCTN17598517).