This study's findings demonstrate that mindfulness-based interventions have a significant and substantial effect on reducing the severity of video game addiction among adolescents. The meta-analysis revealed a large pooled SMD (SMD = 1.947, 95% CI: 0.599 to 3.295, P = 0.005), indicating the efficacy of mindfulness practices in addressing IGD symptoms. These results are consistent with previous systematic reviews and meta-analyses reporting the usefulness of mindfulness interventions in mitigating problematic gaming behaviors and internet use (
14,
15).
The subgroup analysis highlights that mindfulness training techniques, involving group or individual mindfulness exercises, are far more effective than virtual reality-based mindfulness interventions. Specifically, mindfulness training yielded a large and statistically significant effect (SMD = 2.77, 95% CI: 1.71 to 3.83, P < 0.001), while virtual reality-based approaches did not produce significant outcomes (SMD = 0.57, 95% CI: -0.13 to 1.27, P = 0.11). This suggests that traditional mindfulness training protocols may better target cognitive and emotional processes associated with gaming addiction, such as reducing maladaptive gaming cognitions and enhancing awareness and self-regulation (
16,
17).
The observed heterogeneity within the mindfulness training subgroup (I2 = 81.1%) indicates variability across studies, which may stem from differences in intervention duration, protocol specifics, or sample characteristics.
While the overall evidence supports mindfulness as a promising approach to reducing IGD severity in adolescents, the quality assessment revealed that most included studies ranged from low to moderate methodological rigor. Only two studies met moderate quality standards by employing clearer randomization and sample size justification. The predominance of lower-quality studies and the indication of potential publication bias, as suggested by Egger's test (P = 0.051), underscore the need for caution when interpreting these findings. Future research should prioritize well-designed, large-scale randomized controlled trials with rigorous methodologies to confirm and extend these results.
In summary, mindfulness-based interventions, particularly traditional mindfulness training, appear to be an effective strategy for preventing and treating video game addiction in adolescent populations. They offer a non-invasive, accessible treatment option that may complement existing behavioral and psychological therapies. However, given limitations in current evidence, further high-quality studies are essential to establish standardized protocols and elucidate underlying mechanisms more clearly.
5.1. Conclusions
This systematic review and meta-analysis provide evidence that mindfulness-based interventions, particularly traditional mindfulness training, are effective in significantly reducing the severity of video game addiction among adolescents. Despite notable heterogeneity and some limitations related to study quality and potential publication bias, the findings highlight mindfulness as a promising non-pharmacological approach for preventing and treating IGD in youth. Virtual reality-based mindfulness interventions showed less clear benefits, indicating the need for further research in this area. Future well-designed, large-scale randomized controlled trials are essential to confirm these results and to establish standardized intervention protocols for broader clinical application.
5.2. Strengths
This study has several notable strengths, including being one of the first systematic reviews and meta-analyses specifically examining mindfulness-based interventions for video game addiction in adolescents. It employed a comprehensive search strategy across multiple databases from 2000 to 2025 and utilized rigorous subgroup analyses to differentiate the effects of various mindfulness approaches. Additionally, the use of standardized and validated measures for assessing IGD severity and the application of robust meta-analytic techniques, including assessment of publication bias, enhance the reliability of the findings.
5.3. Limitations
The study also has limitations, such as the predominance of included studies with low to moderate methodological quality, which may affect the overall confidence in the results. Significant heterogeneity among studies (I2 = 96%) reflects variability in intervention protocols, populations, and outcomes, complicating the ability to draw clear conclusions. The potential presence of publication bias, indicated by Egger’s test, and the relatively small number of studies (only five) further restrict the generalizability of the findings. Furthermore, virtual reality-based mindfulness interventions did not demonstrate significant effectiveness, underscoring the need for additional research in this modality.