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Experimental design evaluates mindfulness's effect on problematic online gaming in adolescents, suggesting psychoeducation may mitigate gaming issues.
The main objective of this study is to investigate the effects of a mindfulness-based psychoeducation program on adolescents’ levels of mindfulness and problematic online gaming. The study implemented a 2x3 (experimental group/control group X pre-test/post-test/follow-up test) experimental design. Data was obtained through the Internet Gaming Disorder Scale Short Form (IGDS9-SF) and the Mindful Attention Awareness Scale (MAAS). Adolescents in the experimental group took part in a mindfulness-based psychoeducation program that included one session per week for a total of eight sessions, whereas no intervention was provided to the participants in the control group. The data was analysed using two-way repeated measures ANOVA to see if there were statistically significant differences between measurements and groups. In accordance with the outcomes, the interaction between intervention and assessment (pre-test, post-test, and follow-up test) for the study’s dependent variables, problematic online gaming and mindfulness, was significant. This data suggests that the participants’ pre-test, post-test, and follow-up test scores were influenced at varying levels by their psychoeducation program. A Bonferroni-adjusted multiple comparison test was employed to determine the cause of the variations. The findings indicate that the mindfulness-based psychoeducation program performed well in decreasing participants’ problematic online gaming levels while increasing their mindfulness levels.
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Seyhan Bekir (2025) studied this question.
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