The Design Process of ‘MindTrekking’ : A Digital Game of Mindfulness-Based Cognitive Therapy (MBCT) to Treat Internet Gaming Disorder

This study presents a design process of a digital game, ‘MindTrekking’, as a digital therapeutic intervention to treat Internet Gaming Disorder (IGD) through mindfulness-based cognitive therapy (MBCT). The low utilization rates of mental health services by adolescents can lead to difficulties in their regulation of impulsivity, in turn leading to heightened impulsiveness and externalized behavior problems. Such a situation can ultimately result in various addiction-related issues, including IGD. MBCT was originally developed as a psychological treatment program to prevent the recurrence of depression. However, it has since been demonstrated to be effective when used to address various mental health issues, such as panic disorder (PD), generalized anxiety disorder (GAD) and IGD. Given the accessibility limitations and high costs associated with offline intervention programs, this study integrates MBCT into a digital environment to propose digital therapeutics (DTx) with greater accessibility and stronger sustainability. ‘MindTrekking’ digitizes the original eight-session MBCT program by Zindel V. Segal (Segal et al., 2013) into game-based mechanisms. By embedding core MBCT practices into the game’s interactive design, it allows users to recognize and manage their thoughts and emotions, thereby helping them reduce their gaming addiction behaviors. This study not only addresses the limitations of offline treatments, such as low compliance and limited accessibility, but also leverages the interactivity and immersive nature of games to integrate MBCT’s key principles, enabling players naturally to internalize these practices through gameplay.

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Publication Details

Journal
Han-guk yeongsang hakoe nonmunjip/Han'gug yeongsang haghoe nonmunjib
Published
2025-02-28
DOI
https://doi.org/10.14728/kcp.2025.23.02.121
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

The Design Process of ‘MindTrekking’ : A Digital Game of Mindfulness-Based Cognitive Therapy (MBCT) to Treat Internet Gaming Disorder

Chan Uk Moon, Byung-Joon Kim, Ki Jung Lee, Jae Jun Lee et al.
Han-guk yeongsang hakoe nonmunjip/Han'gug yeongsang haghoe nonmunjib
Impact of Technology on Adolescents
article

The Design Process of ‘MindTrekking’ : A Digital Game of Mindfulness-Based Cognitive Therapy (MBCT) to Treat Internet Gaming Disorder

Chan Uk Moon, Byung-Joon Kim, Ki Jung Lee, Jae Jun Lee, Jong Sup Jun
article en

Abstract

This study presents a design process of a digital game, ‘MindTrekking’, as a digital therapeutic intervention to treat Internet Gaming Disorder (IGD) through mindfulness-based cognitive therapy (MBCT). The low utilization rates of mental health services by adolescents can lead to difficulties in their regulation of impulsivity, in turn leading to heightened impulsiveness and externalized behavior problems. Such a situation can ultimately result in various addiction-related issues, including IGD. MBCT was originally developed as a psychological treatment program to prevent the recurrence of depression. However, it has since been demonstrated to be effective when used to address various mental health issues, such as panic disorder (PD), generalized anxiety disorder (GAD) and IGD. Given the accessibility limitations and high costs associated with offline intervention programs, this study integrates MBCT into a digital environment to propose digital therapeutics (DTx) with greater accessibility and stronger sustainability. ‘MindTrekking’ digitizes the original eight-session MBCT program by Zindel V. Segal (Segal et al., 2013) into game-based mechanisms. By embedding core MBCT practices into the game’s interactive design, it allows users to recognize and manage their thoughts and emotions, thereby helping them reduce their gaming addiction behaviors. This study not only addresses the limitations of offline treatments, such as low compliance and limited accessibility, but also leverages the interactivity and immersive nature of games to integrate MBCT’s key principles, enabling players naturally to internalize these practices through gameplay.

Han-guk yeongsang hakoe nonmunjip/Han'gug yeongsang haghoe nonmunjibVol. 23(2)
Openalex Percentile: Top 93%
Impact of Technology on Adolescents
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The Design Process of ‘MindTrekking’ : A Digital Game of Mindfulness-Based Cognitive Therapy (MBCT) to Treat Internet Gaming Disorder — Chan Uk Moon, Byung-Joon Kim, et al. · Han-guk yeongsang hakoe nonmunjip/Han'gug yeongsang haghoe nonmunjib (2025) | TGRS Research Map | TGRS