Byeon H. Effectiveness of non-invasive interventions for internet gaming disorder: A meta-analysis of randomized controlled trials. World J Psychiatry 2025; 15(11): 110759 [DOI: 10.5498/wjp.v15.i11.110759]
Corresponding Author of This Article
Haewon Byeon, PhD, Associate Professor, Director, Worker's Care & Digital Health Lab, Department of Future Technology, Korea University of Technology and Education, 1600 Chungjeol-ro, Cheonan 31253, South Korea. bhwpuma@naver.com
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Psychiatry
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Meta-Analysis
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This article is an open-access article which was selected by an in-house editor and fully peer-reviewed by external reviewers. It is distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/
Nov 19, 2025 (publication date) through Nov 3, 2025
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Publication Name
World Journal of Psychiatry
ISSN
2220-3206
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Baishideng Publishing Group Inc, 7041 Koll Center Parkway, Suite 160, Pleasanton, CA 94566, USA
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Byeon H. Effectiveness of non-invasive interventions for internet gaming disorder: A meta-analysis of randomized controlled trials. World J Psychiatry 2025; 15(11): 110759 [DOI: 10.5498/wjp.v15.i11.110759]
World J Psychiatry. Nov 19, 2025; 15(11): 110759 Published online Nov 19, 2025. doi: 10.5498/wjp.v15.i11.110759
Effectiveness of non-invasive interventions for internet gaming disorder: A meta-analysis of randomized controlled trials
Haewon Byeon
Haewon Byeon, Worker's Care & Digital Health Lab, Department of Future Technology, Korea University of Technology and Education, Cheonan 31253, South Korea
Author contributions: Byeon H contributed to this paper; involved in data interpretation; developed methodology; writing the article.
Supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) Funded by the Ministry of Education, No. NRF-RS-2023-00237287.
Conflict-of-interest statement: No benefits in any form have been received or will be received from a commercial party related directly or indirectly to the subject of this article.
PRISMA 2009 Checklist statement: The authors have read the PRISMA 2009 Checklist, and the manuscript was prepared and revised according to the PRISMA 2009 Checklist.
Open Access: This article is an open-access article that was selected by an in-house editor and fully peer-reviewed by external reviewers. It is distributed in accordance with the Creative Commons Attribution NonCommercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited and the use is non-commercial. See: https://creativecommons.org/Licenses/by-nc/4.0/
Corresponding author: Haewon Byeon, PhD, Associate Professor, Director, Worker's Care & Digital Health Lab, Department of Future Technology, Korea University of Technology and Education, 1600 Chungjeol-ro, Cheonan 31253, South Korea. bhwpuma@naver.com
Received: June 16, 2025 Revised: June 27, 2025 Accepted: September 2, 2025 Published online: November 19, 2025 Processing time: 142 Days and 18.7 Hours
Abstract
BACKGROUND
Internet gaming disorder (IGD) is a growing concern among adolescents and adults, necessitating effective treatment strategies beyond pharmacological interventions.
AIM
To evaluated the effectiveness of non-invasive interventions for treating IGD among adolescents and adults.
METHODS
A total of 11 randomized controlled trials published between 2020 and 2025 were included in this meta-analysis, encompassing 1208 participants from diverse geographic and cultural contexts. The interventions examined included cognitive behavioral therapy (CBT), internet-based CBT, neurofeedback, virtual reality therapy, abstinence-based programs, and school-based prevention. The primary outcomes assessed were reductions in gaming time and IGD severity. Secondary outcomes included improvements in mood, anxiety, and psychosocial functioning (e.g., stronger peer relationships, better academic or work performance, and healthier daily-life role fulfillment).
RESULTS
The pooled standardized mean difference for IGD symptom reduction significantly favored non-invasive interventions (Hedges’ g = 0.56, 95%CI: 0.38-0.74, P < 0.001), with moderate heterogeneity observed (I2 = 47%). Subgroup analyses indicated that CBT-based programs, both in-person and online, yielded the strongest effects, particularly when caregiver involvement or self-monitoring was incorporated. Funnel plot asymmetry was minimal, suggesting a low risk of publication bias.
CONCLUSION
These findings support the efficacy of scalable, low-risk non-invasive interventions as first-line treatment options for IGD, particularly in youth populations. Future studies should prioritize investigating long-term outcomes, comparing the effectiveness of different non-invasive modalities, and developing culturally adaptive delivery methods.
Core Tip: This meta-analysis of 11 randomized controlled trials involving 1208 adolescents and adults reveals that non-invasive interventions effectively reduce internet gaming disorder (IGD) symptoms. Cognitive behavioral therapy (CBT), both in-person and internet-based CBT, showed the most significant positive impact. Incorporating caregiver involvement or self-monitoring further enhanced the effectiveness of CBT-based programs. Overall, the findings support the use of these low-risk, scalable interventions as initial treatment options for IGD, especially in young people. Future research should explore long-term effects, compare different intervention types, and adapt delivery methods for various cultures.