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Meta-Analysis
Copyright ©The Author(s) 2025.
World J Psychiatry. Nov 19, 2025; 15(11): 110759
Published online Nov 19, 2025. doi: 10.5498/wjp.v15.i11.110759
Table 1 Characteristics of randomized controlled trial studies included in the final analysis (n = 11)
No
Ref.
Country
Sample size
Age group
Intervention
Control group
Summary of main results
1Hong et al[1]South Korea50Males, 15-18 yearsCBT + physical exercise programCBT + supportive counselingBoth groups showed a reduction in gaming addiction severity; the exercise group showed greater improvements in mood and frontal alpha asymmetry
2Jeong et al[2]South Korea26Young adultsBilateral DLPFC tDCS (12 sessions)Sham tDCSThe active tDCS group showed reduced gaming cravings and gaming time, along with changes in brain glucose metabolism
3Fu et al[3]China51University studentsABMSham trainingThe ABM group showed greater reductions in gaming cravings, IAT scores, and Decreased DSM-5 criteria score
4Lee et al[4]South Korea26AdultstDCS (alpha frequency) + Cognitive TrainingSham tDCSThe active tDCS group showed some reduction in craving intensity and IGD scores, but effects were not sustained at follow-up
5Nielsen et al[5]Switzerland4212-19 yearsMultidimensional family therapy (MDFT)Standard Family TherapyBoth groups showed reduced IGD symptoms; the MDFT group had superior outcomes in reducing the number meeting IGD criteria
6Brailovskaia et al[6]Germany271Mean: 26 years2-week gaming abstinence programNo intervention (usual gaming)Reduced gaming time and IGD symptoms, lower stress and anxiety, improved positive mental health; effects maintained at 1 and 3 months
7Lindenberg et al[7]Germany422AdolescentsPROTECT Program (CBT-based group)WaitlistPROTECT participants showed reduced problematic gaming and improved attitudes towards gaming; effect size was small but significant
8Maden et al[8]Turkey44Young adultsVRT or adventure therapyWaitlistBoth VRT and adventure therapy groups showed reductions in gaming time and IGD scores; VRT was slightly more effective
9Dieris-Hirche et al[9]Germany162AdultsOMPRIS (Webcam-based CBT + ACT)WaitlistThe OMPRIS group showed significant reductions in IGD symptoms and gaming time, with effects maintained at 6 months
10Ede et al[10]Nigeria40Young adultsGroup CBT (8 weeks)WaitlistThe CBT group showed a large reduction in gaming problem scores and reported improved social functioning
11Ji and Wong[11]China77AdolescentsiCBTWaitlistThe iCBT group showed reductions in IGD scores and weekly gaming time, with approximately 30% showing clinically meaningful improvements
Table 2 Risk-of-bias assessments
Ref.
Domain 1: Randomization process
Domain 2: Deviations from intended interventions
Domain 3: Missing outcome data
Domain 4: Measurement of the outcome
Domain 5: Selection of the reported result
Overall risk of bias
Hong et al[1]LowLowSome concernsLowLowSome concerns
Jeong et al[2]LowSome concernsLowLowLowSome concerns
Fu et al[3]LowLowLowLowLowLow
Lee et al[4]LowSome concernsLowLowLowSome concerns
Nielsen et al[5]LowLowLowLowLowLow
Brailovskaia et al[6]LowLowLowLowLowLow
Lindenberg et al[7]LowLowLowLowLowLow
Maden et al[8]LowLowLowLowLowLow
Dieris-Hirche et al[9]LowLowLowLowLowLow
Ede et al[10]LowLowLowLowLowLow
Ji and Wong[11]LowLowLowLowLowLow