Gaming Disorder Treatment Works — Meta-Analysis of 21 RCTs Shows Large, Sustained Effects
- Meta-analysis of 21 controlled trials (N=1,360): interventions reduced gaming disorder symptoms with a large effect (Hedges' g=1.38, p<.001) and gaming time (g=0.90, p=.002)
- Comorbid depression (g=0.65, p=.001) and anxiety (g=0.66, p=.001) also improved — dual-target treatment
- Effects sustained at 90-day follow-up: GD symptoms g=1.15 (p<.001), gaming time g=0.79 (p=.025)
- Adolescents showed larger treatment effects than adults; comorbidity did not moderate outcomes — treat the disorder, not around the comorbidity
Gaming disorder entered the ICD-11 in 2022. Three years later, clinicians have a question that matters more than diagnostic validity: can we actually treat it? This meta-analysis from Psychiatry Research synthesizes 21 controlled trials spanning 2007-2025 and delivers the clearest answer the field has produced. Yes. The effect is large. It lasts.
The magnitude is not subtle
A Hedges' g of 1.38 for GD symptom reduction is not a modest statistical finding — it is a large effect by any convention. For context: the pooled effect of antidepressants vs placebo for major depression is typically g=0.30-0.35. CBT for anxiety disorders runs around g=0.70-0.80. This meta-analysis places gaming disorder treatment in the same efficacy range as the most effective psychotherapeutic interventions in psychiatry.
The secondary outcomes tell a clinical story. Depression improved (g=0.65) and anxiety improved (g=0.66) alongside gaming symptoms. This is not incidental — gaming disorder and mood disorders share regulatory mechanisms. When you successfully reduce compulsive gaming, you are also addressing the emotional dysregulation that maintained it. The treatment is inherently dual-target.
The 90-day follow-up data are critical. GD symptom improvement held (g=1.15), as did gaming time reduction (g=0.79). For a behavioural addiction where relapse is the clinical expectation, sustained effects at three months are clinically meaningful. They are not proof of cure, but they are evidence that treatment effects are not artefacts of measurement timing.
What practitioners should take from this
Three findings have direct clinical application.
First, comorbidity did not moderate treatment outcomes. This matters because clinicians routinely hesitate to address gaming disorder when depression, anxiety, or ADHD are co-present. The data say: treat the gaming disorder. Comorbid conditions do not reduce treatment efficacy — and may improve alongside it.
Second, adolescents showed larger treatment effects than adults. This aligns with neurodevelopmental logic: adolescent brains retain more plasticity in reward and executive circuits. Early intervention is not just ethically preferable — it is empirically more effective.
Third, CBT was the dominant modality across studies, but non-CBT approaches (family therapy, mindfulness-based interventions) showed comparable efficacy. The treatment mechanism may be less about specific CBT techniques and more about structured engagement with the behavioural pattern. For practitioners without CBT specialization, this is permission to work within your modality.
A meta-analysis of 21 trials finds gaming disorder treatment produces large effects (g=1.38) sustained at 90 days — comorbidity does not reduce efficacy, and adolescents respond best.
High heterogeneity between studies (I2>50%) limits confidence in the pooled estimate. Inconsistent diagnostic approaches across trials — some used ICD-11 criteria, others DSM-5 Internet Gaming Disorder criteria. Follow-ups rarely exceeded 90 days. Pharmacological interventions remain understudied.