Gaming Disorder: Understanding the Risks, Diagnosis, and Treatment
The formal recognition of gaming disorder as a behavioral addiction is improving access to facilitate for those struggling with problematic gaming, according to Philip Lindner, associate professor and research group leader at Karolinska Institutet, and a psychologist specializing in addiction care in Stockholm.
“The classification as a behavioral addiction clarifies the responsibility of addiction care for treatment and provides a clear pathway for individuals seeking support,” says Lindner.
Defining Gaming Disorder
The World Health Organization’s International Classification of Diseases 11th Revision (ICD-11) defines gaming disorder as a persistent pattern of gaming behavior that is difficult to control. This behavior must cause significant distress or impairment in personal, family, social, educational, or occupational areas.
Lindner emphasizes that there isn’t a fixed time limit that defines problematic gaming. “The amount of time spent gaming needs to be considered in the context of an individual’s overall life and responsibilities,” he explains.
Addressing Concerns About Medicalization
Initial concerns that diagnosing gaming disorder would pathologize a normal youth activity have largely subsided. Research now suggests that computer games can have addictive qualities, leading to symptoms and consequences similar to other behavioral addictions.
Gender Differences in Problematic Screen Habits
A potential gap in diagnosis exists regarding girls and problematic screen use. Even as video game playing is more prevalent among boys aged 16-17, 40-50% of girls in the same age group spend more than three hours daily on social media.
“It’s possible that a broader diagnosis, or an additional one, is needed to better capture the symptom patterns of problematic screen habits in girls,” Lindner suggests.
The Rise of In-Game Purchases and Gambling-Like Features
Approximately 1-2% of the population is estimated to be affected by gaming disorder, with prevalence varying by age and gender. The majority of those affected are men, and problems often become more pronounced in the mid-twenties to thirties when gaming competes with life responsibilities.
Lindner expresses concern about the increasing integration of financial transactions and gambling-like mechanics into gaming. Players can purchase in-game advantages, random rewards, or cosmetic items (“skins”).
“As these features become more common and target younger audiences, the symptoms of gaming disorder may emerge more rapidly and with greater severity,” Lindner warns. He also notes an increased risk of developing traditional gambling addiction in individuals who heavily engage with these features.
Treatment Approaches
Treatment for gaming disorder typically involves cognitive behavioral therapy (CBT). The goal isn’t necessarily complete abstinence, but rather reducing the amount of time spent gaming and developing healthier coping mechanisms.
“Treatment involves mapping gaming habits – when, what, and why someone plays – and establishing boundaries that work for the individual,” explains Lindner.
This may include using tools to limit gaming time, removing certain programs, and finding alternative activities. Studies, including a Swedish pilot study using CBT, indicate that treatment can effectively reduce both gaming time and its negative consequences, with some studies showing a halving of symptoms.
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