Gaming disorder: when video games become a problem
Risky SubstancesKey points
- Global prevalence of gaming disorder is about 3%.
- It is higher among adolescents and young men.
- Signs: loss of control, gaming takes priority, continuing despite harm.
- It is treatable, including with CBT.
What the research shows
A meta-analysis of 53 studies with more than 226,000 participants estimated the worldwide prevalence of gaming disorder at about 3%, with higher rates among adolescents and males (Stevens et al., 2021).
Problematic smartphone use, which overlaps with gaming, is linked to depression, anxiety and poor sleep in young people (Sohn et al., 2019), and an experiment found that taking a break from social media improved well-being (Allcott et al., 2020).
Signs of gaming disorder (ICD-11)
For at least 12 months:
- impaired control over gaming (when, how long, when to stop);
- increasing priority given to gaming over other interests and daily activities;
- continuing or escalating gaming despite negative consequences;
- significant impairment in personal, family, social, educational or work life.
What helps
- Set agreed limits and use built-in parental controls.
- Keep gaming devices out of bedrooms at night.
- Encourage offline hobbies, sports and in-person friendships.
- CBT and family therapy help when gaming has become a disorder.
Frequently asked questions
How much gaming is too much?
There is no fixed number of hours. What matters is loss of control and harm to other areas of life.
Should I ban games completely?
Usually not. Agreed limits, screen-free bedrooms at night and balancing games with sleep, school and activity work better.
Sources
- Stevens et al. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry 55(6):553-568. doi:10.1177/0004867420962851
- Sohn et al. (2019). Prevalence of problematic smartphone usage and associated mental health outcomes amongst children and young people: a systematic review, meta-analysis and GRADE of the evidence. BMC Psychiatry 19(1). doi:10.1186/s12888-019-2350-x
- Allcott et al. (2020). The Welfare Effects of Social Media. American Economic Review 110(3):629-676. doi:10.1257/aer.20190658
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