Gaming disorder: when video games become a problem

Updated Six Habits Editorial Team
The short answerMost people play video games without harm, but some develop gaming disorder: loss of control over gaming, which crowds out other activities despite negative consequences. A meta-analysis estimated its global prevalence at about 3%, higher among adolescents and males. The WHO included it in ICD-11.

Key points

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:

What helps

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

  1. 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
  2. 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
  3. Allcott et al. (2020). The Welfare Effects of Social Media. American Economic Review 110(3):629-676. doi:10.1257/aer.20190658

Prepared according to our evidence methodology and the principles of lifestyle medicine. For education only; it does not replace advice from your doctor.

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