Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial
Abstract
1. Introduction
2. Materials and Methods
2.1. Trial Design, Reporting, and Registration
2.2. Setting and Timeline
2.3. Participants
2.4. Sample Size
2.5. Randomization, Allocation Concealment, and Blinding
2.6. Intervention and Comparator
2.7. Outcomes
2.7.1. Primary Outcome
2.7.2. Exploratory Outcome Measures
2.7.3. Intervention Experience
2.8. Harms Assessment
2.9. Patient and Public Involvement
2.10. Statistical Analysis
3. Results
3.1. Participant Flow and Attrition
3.2. Baseline Characteristics of the Completer Sample
3.3. Intervention and Comparator Delivery
3.4. Primary Outcome: IGD Symptoms
3.5. Secondary Exploratory Outcomes
3.6. Harms
4. Discussion
4.1. Principal Findings
4.2. Interpretation in Light of Recent Treatment Evidence
4.3. Mindfulness, Treatment Dose, and the Absence of Maintained Effects
4.4. Mechanisms, Secondary Outcomes, and the Intervention Model
4.5. Attrition, Strengths, and Limitations
4.6. Implications for Research and Practice
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Session | Target | Core Activities | Planned Dose |
|---|---|---|---|
| 1. Psychoeducation | Problem awareness, virtual identity, readiness to change | Case discussion, video examples, reflection on internet dependence and identity in virtual environments, group discussion, brief meditation | 90 min |
| 2. “No-I” writing | Self-distancing and reduced dependence on external evaluation | Describe a recent day in the third person, discuss intrinsic value and self-evaluation, brief meditation | 90 min |
| 3. Group counseling: Human Knot | Real-world competence, cooperation, group cohesion | Cooperative problem-solving activity followed by reflection on process, contribution, and competence | 90 min |
| 4. Mindfulness | Attentional pause, emotion regulation, deliberate choice | Posture and breathing instruction, focused-attention breathing, discussion of mindful pauses in everyday gaming-related situations | 90 min |
| 5. Integration and planning | Consolidation and behavioral planning | Film and TED-talk material, group discussion, self-management plan, identification of alternative sources of connection and achievement | 90 min |
| Characteristic | Intervention (n = 21) | Control (n = 23) |
|---|---|---|
| Age, years | 19.67 (0.73) | 19.65 (1.23) |
| Men, n (%) | 10 (47.6) | 6 (26.1) |
| Women, n (%) | 11 (52.4) | 17 (73.9) |
| Daily internet use | 4.05 (1.47) | 4.13 (1.01) |
| IGD score | 25.86 (5.09) | 23.74 (4.75) |
| K6 psychological distress | 16.81 (4.87) | 18.35 (5.53) |
| Self-esteem | 26.19 (3.27) | 25.04 (4.11) |
| Self-control | 37.33 (4.98) | 36.57 (5.62) |
| Precontemplation | 10.33 (1.83) | 10.30 (3.38) |
| Contemplation | 13.48 (1.50) | 13.78 (3.01) |
| Preparation | 17.67 (2.44) | 18.00 (4.75) |
| Introjected regulation | 4.03 (1.35) | 3.81 (1.28) |
| Escape motive | 4.76 (1.14) | 5.07 (1.09) |
| Competence motive | 4.98 (1.33) | 4.72 (1.37) |
| Identity motive | 4.43 (1.20) | 4.27 (1.36) |
| Time Contrast | Intervention Change | Control Change | Difference in Change (95% CI) | p | Hedges g (95% CI) |
|---|---|---|---|---|---|
| T0 to T1 | −2.86 | +2.30 | −5.16 (−7.81 to −2.51) | <0.001 | −1.03 (−1.74 to −0.51) |
| T0 to T2 | −1.67 | 0.00 | −1.67 (−4.31 to 0.98) | 0.217 | −0.33 (−1.01 to 0.33) |
| Outcome | Overall Group-by-Time p | T0–T1 Difference in Change (95% CI; p) | T0–T2 Difference in Change (95% CI; p) | Holm p |
|---|---|---|---|---|
| Daily internet use | 0.380 | 0.59 (−0.24 to 1.41; 0.163) | 0.33 (−0.50 to 1.15; 0.437) | 1.000 |
| K6 distress | 0.213 | 0.05 (−3.64 to 3.74; 0.978) | 2.92 (−0.77 to 6.61; 0.121) | 1.000 |
| Self-esteem | 0.901 | −0.32 (−2.53 to 1.89; 0.775) | −0.51 (−2.72 to 1.70; 0.652) | 1.000 |
| Self-control | 0.948 | 0.46 (−3.06 to 3.98; 0.797) | −0.08 (−3.61 to 3.44; 0.963) | 1.000 |
| Precontemplation | 0.814 | −0.01 (−1.84 to 1.83; 0.995) | −0.52 (−2.36 to 1.31; 0.576) | 1.000 |
| Contemplation | 0.646 | 0.68 (−1.08 to 2.44; 0.448) | 0.77 (−0.99 to 2.53; 0.392) | 1.000 |
| Preparation | 0.429 | 1.65 (−0.83 to 4.13; 0.191) | 0.80 (−1.68 to 3.27; 0.530) | 1.000 |
| Introjected regulation | 0.686 | −0.32 (−1.06 to 0.42; 0.401) | −0.23 (−0.98 to 0.51; 0.536) | 1.000 |
| Escape motive | 0.421 | 0.19 (−0.39 to 0.77; 0.518) | −0.20 (−0.78 to 0.38; 0.500) | 1.000 |
| Competence motive | 0.157 | −0.46 (−1.14 to 0.21; 0.178) | −0.65 (−1.33 to 0.03; 0.059) | 1.000 |
| Identity motive | 0.586 | −0.15 (−0.86 to 0.57; 0.689) | −0.37 (−1.09 to 0.34; 0.303) | 1.000 |
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Zhou, R.; Morita, N.; Ogai, Y.; Koga, Y.; Yang, F.; Yang, W.; Zhu, C. Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial. Behav. Sci. 2026, 16, 1500. https://doi.org/10.3390/bs16091500
Zhou R, Morita N, Ogai Y, Koga Y, Yang F, Yang W, Zhu C. Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial. Behavioral Sciences. 2026; 16(9):1500. https://doi.org/10.3390/bs16091500
Chicago/Turabian StyleZhou, Ruoyu, Nobuaki Morita, Yasukazu Ogai, Yoshiki Koga, Fan Yang, Wenjie Yang, and Chunmu Zhu. 2026. "Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial" Behavioral Sciences 16, no. 9: 1500. https://doi.org/10.3390/bs16091500
APA StyleZhou, R., Morita, N., Ogai, Y., Koga, Y., Yang, F., Yang, W., & Zhu, C. (2026). Preliminary Outcomes of a Five-Session Motivation-Centered Program for Internet Gaming Disorder: A Completer Analysis of a Randomized Trial. Behavioral Sciences, 16(9), 1500. https://doi.org/10.3390/bs16091500

