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Mindfulness-Based Cognitive Therapy–Game: An Ironic Way to Treat Internet Gaming Disorder (Preprint)

Jaehyun Kim, Hayoung Oh, Anderson Sungmin Yoon

DOI: 10.2196/preprints.65786 (opens in new tab)

Study at a glance

AI-extracted from the abstract
Characteristics Theoretical or philosophical paper
Topics Meditation
Key points Argues that internet gaming disorder is not a primary disorder but a result of "self-prescription" in response to emotional stressors, and proposes the mindfulness-based cognitive therapy–game (MBCT-G) program as a novel treatment approach that uses gaming to explore alternative activities and target response and reward processes.

Abstract

UNSTRUCTURED Internet gaming disorder (IGD) affects 3% of the global population and poses an increasing risk due to advancements in technology. However, there is currently no definitive treatment for this condition. IGD is not a primary disorder but rather a result of “self-prescription” in response to emotional stressors. Unlike conventional mental health treatments that focus on the disorder itself, it is crucial to provide alternative activities that can alleviate negative emotions. This paper extends the concept of the self-medication hypothesis and integrates it with cognitive models of cognitive behavioral therapy and mindfulness-based cognitive therapy. In addition, it introduces the mindfulness-based cognitive therapy–game (MBCT-G), a program designed to explore alternative activities through gaming, focusing on the processes of response and reward, which are not typically emphasized in traditional treatments. This study serves as the theoretical foundation for the development of MBCT-G. MBCT-G aims to train individuals in positive coping strategies that alleviate psychological distress, offering a novel approach to treating self-prescription disorders such as IGD.