The video gaming industry is massive, forecast to generate a revenue of US$522 billion in 2025, at an annual growth of 7.01%. This surpasses the combined revenue of the gambling, video streaming, music and film industries.1
Australia ranked first globally in market penetration, defined as the percentage of a specific population that engages with video games, either by playing or purchasing games (34.7% in 2024).1
There is a shift in demographics over time, with active gamers (defined as people who either purchased or played any video game in that particular research year) being less predominantly male (53% in 2023 vs 62% in 2006). Gaming is also a predominantly adult activity, with 80% of gamers aged over 18 years, with the largest age grouping (38%) being 18–34 years.1
With the aim of assisting general practitioners (GPs) when a patient presents with problematic gaming, we present a practical approach to assessing this problem and developing a comprehensive risk assessment, a biopsychosocial formulation and an individualised treatment plan.
Shifting demographics, gaming behaviour and motivation
The COVID-19 pandemic altered gaming behaviour and spending.2 The gaming industry invested considerable resources in understanding consumer priorities and spending triggers. The gaming industry’s responses to the findings include promotions, influencers, leveraging social aspects, customisation, rewards for returning gamers and other strategies.2
One particularly lucrative strategy has been the use of ‘loot boxes’, digital items offering randomised rewards in exchange for payment. Revenue generated from ‘loot boxes’ was US$15 billion in 2020 and was forecast to increase significantly.3 Although it shares similarities with gambling,4,5 it has little regulation in place.6 There is evidence that the design feature induces overspending.6
Academic research identified reasons for gaming as broadly categorised into escape, coping, fantasy, skill development, recreation, competition and social reasons.7 More recent proprietary market research has identified similar motivations, though framed differently, including: stress relief, self-expression, achievement, social connection, escape, challenge, ‘to kill time’ and exploration.8
Defining harmful gaming
Concerns about potential harms from gaming span multiple domains, including interpersonal harm,9,10 financial harm,11 physical health effects12 and the potential gateway to gambling.4,5
The International classification of diseases, 11th revision (ICD-11) outlines formal diagnostic criteria for gaming disorder (GD).13 In contrast, the Diagnostic and statistical manual of mental disorders, 5th edition (DSM-5) proposes diagnostic criteria for internet gaming disorder but has not yet recognised this as a formal diagnosis.14 Although there are a lot of similarities between the two, there are differences in how they approach the diagnosis. The DSM-5 requires a patient to meet five out of nine criteria (preoccupation, withdrawal, tolerance, unsuccessful attempts at control, continued excessive use despite problems, deceiving others, use to escape/relieve mood and significant loss in a social domain because of gaming) over 12 months.15,16 The ICD-11, on the other hand, requires a patient to meet four essential criteria, with some additional features (Box 1).
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Box 1. ICD-11 diagnostic criteria for gaming disorder13
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Essential (Required) Features:
- A persistent pattern of gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be predominantly online (i.e., over the internet or similar electronic networks) or offline, manifested by all of the following:
- Impaired control over gaming behaviour (e.g., onset, frequency, intensity, duration, termination, context);
- Increasing priority given to gaming behaviour to the extent that gaming takes precedence over other life interests and daily activities; and
- Continuation or escalation of gaming behaviour despite negative consequences (e.g., family conflict due to gaming behaviour, poor scholastic performance, negative impact on health).
- The pattern of gaming behaviour may be continuous or episodic and recurrent but is manifested over an extended period of time (e.g., 12 months).
- The gaming behaviour is not better accounted for by another mental disorder (e.g., Manic Episode) and is not due to the effects of a substance or medication.
- The pattern of gaming behaviour results in significant distress or impairment in personal, family, social, educational, occupational, or other important areas of functioning.
Additional Clinical Features:
- If symptoms and consequences of gaming behaviour are severe (e.g., gaming behaviours persist for days at a time without respite or have major effects on functioning or health) and all other diagnostic requirements are met, it may be appropriate to assign a diagnosis of Gaming Disorder following a period that is briefer than 12 months (e.g., 6 months).
- Individuals with Gaming Disorder may make numerous unsuccessful efforts to control or significantly reduce gaming behaviour, whether self-initiated or imposed by others.
- Individuals with Gaming Disorder may increase the duration or frequency of gaming behaviour over time or experience a need to engage in games of increasing levels of complexity or requiring increasing skills or strategy in an effort to maintain or exceed previous levels of excitement or to avoid boredom.
- Individuals with Gaming Disorder often experience urges or cravings to engage in gaming during other activities.
- Upon cessation or reduction of gaming behaviour, often imposed by others, individuals with Gaming Disorder may experience dysphoria and exhibit adversarial behaviour or verbal or physical aggression.
- Individuals with Gaming Disorder may exhibit substantial disruptions in diet, sleep, exercise and other health-related behaviours that can result in negative physical and mental health outcomes, particularly if there are very extended periods of gaming.
- High-intensity gaming behaviour may occur as a part of online computer games that involve coordination among multiple users to accomplish complex tasks. In these cases, peer group dynamics may contribute to the maintenance of intensive gaming behaviours. Regardless of the social contributions to the behaviour, the diagnosis of Gaming Disorder may still be applied if all diagnostic requirements are met.
- Gaming Disorder commonly co-occurs with Disorders Due to Substance Use, Mood Disorders, Anxiety or Fear-Related Disorders, Attention Deficit Hyperactivity Disorder, Obsessive-Compulsive Disorder, and Sleep-Wake Disorders.
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ICD-11, International classification of diseases, 11th revision.
Reproduced from World Health Organization (WHO). International classification of diseases, 11th revision (ICD-11). WHO, 2022, in accordance with the Creative Commons Attribution-NoDerivs 3.0 IGO license (CC BY-ND 3.0 IGO).
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Many rating scales exist for GD.17 The Ten-Item Internet Gaming Disorder Test (IGDT-10) is relatively brief, easy to administer and correlates with both the ICD-11 and DSM-5 diagnostic criteria.17,18 It has been validated across gender, age, cultures and multiple languages.18-22
Prevalence and common comorbidities
A systematic review from 2023 found the global prevalence of GD was 5% but noted a level of uncertainty regarding the true prevalence within the literature, with a range between 0.8% and 17% and a high level of heterogeneity within the studies included in the systematic review.23 Among those with GD, there were higher levels of comorbid psychiatric disorders23 and substance use when compared with the general population.23-26 Although causality has not been established, there are also associations with attention deficit hyperactivity disorder27 and autism spectrum disorders.28 Impacts on cognition, impulsivity, social relationships and academic performance are common.23,29
Practical approach
When a patient presents with problematic gaming, the severity of the problem can either be assessed with a screening tool (eg IGDT-10) or mapped against diagnostic criteria (ICD-11 or DSM-5). Exploring the gaming behaviour can be made easier using the timeline followback (TLFB) calendar.30 This tool was originally validated for substance use disorder, but it can be adapted for use to assess video gaming behaviour.31 This self-report diary can be used in general practice to track the frequency and duration of weekly gaming as well as time spent on other online activities and screen-free pursuits.
Case study
Ben Smith is a law student aged 22 years who attends the University of Melbourne. He moved from Sydney 5 years ago to study. His parents, worried about his worsening grades and recent failed exams, flew from Sydney to see him. They found Ben in his apartment, surrounded by empty beer cans and food containers.
Ben broke up with his high school girlfriend, Ella, 2 years ago. He was introduced to World of Warcraft (WoW)32 and found it a good way to cope with loss. Initially, Ben gamed only with his friends and continued to pursue his hobbies (hiking and basketball).
His friends drank beer while gaming, so Ben did the same. Over time, Ben found that he was good at WoW, found respect online and found it was becoming harder to stay away. He started to play alone, finding less time to sleep, attend class or complete his university assignments. With increasing gaming, he consumed more beer. He became irritable towards his university friends, spending less time with them and more time online.
Ben is an only child who had an unremarkable childhood. He excelled in school and was motivated to achieve the grades required to enter Law School. He was too busy studying to game during high school. He kept a small group of friends with whom he played basketball.
Ben expresses concern about how gaming is affecting his life and agrees that doing a TLFB calendar might be useful, focusing on his sleep, university work and alcohol use (Table 1).
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Table 1. Timeline followback calendar for case study – Ben Smith
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Monday
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Tuesday
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Wednesday
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Thursday
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Friday
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Saturday
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Sunday
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Date
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2/9/2024
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3/9/2024
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4/9/2024
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5/9/2024
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6/9/2024
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7/9/2024
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8/9/2024
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Activity 1
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4.00–7.00 pm: WoW
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11.00 am – 2.00 pm: Mindlessly browsing WoW forum
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2.00–10.00 pm: WoW
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4.00 pm – 2.00 am: WoW
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4.00–6.00 pm: Online chat with Dan (he’s asking why I’m not out tonight)
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2.00–4.00 pm: Play Fortnite with Dan at internet café
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2.00–3.00 pm: Basketball with Dan
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Activity 2
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8.00 pm – 12.00 am: Watching WoW stream on Twitch
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3.00 pm – 12.00 am: WoW
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10.00 pm – 2.00 am: Watching WoW stream on Twitch
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6.00–8.00 pm: Prep for WoW guild mission
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5.00–7.00 pm: Prep for WoW guild mission
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3.00–5.00 pm: WoW
5.00–6.00 pm: Dan checked in to see if I’m okay!
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Activity 3
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12.00–4.00 am: WoW
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8.00 pm – 6.00 am: WoW guild activities
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7.00 pm – 6.00 am: WoW guild activities
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6.00 pm – 2.00 am: WoW
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Beer
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16 cans
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24 cans
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12 cans
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12 cans
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20 cans
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20 cans
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18 cans
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Sleep time
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4.00–11.00 am
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Passed out ~ 12.00–11.00 am
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2.00–10.00 am
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2.00–10.00 am
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6.00 am – 2.00 pm
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6.00 am – 2.00 pm
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2.00–9.00 am
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Notes
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Missed 9.00 am lecture, made it to tutorial at noon and 2.00 pm lecture
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Missed university all day today, felt very sad
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Had a fight at tutorial, got kicked out, missed university rest of the day
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Made it to morning lecture! Rest of the day was okay
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University uneventful. Zoe asked me out, made excuse not to go
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Got to spend some time with Dan!
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Left Dan at the basketball court, too anxious to stay
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Special day?
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Ella’s birthday
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Wow, World of Warcraft.
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Formulation
Ben meets the ICD-11 diagnostic criteria for GD, fulfilling all essential criteria and some additional features in Box 1. He should be assessed for alcohol use disorder. Other concurrent conditions may be present and need consideration. Mood symptoms should be addressed; however, caution is advised against prematurely diagnosing a primary mood disorder in the presence of any addictive disorder.
It is practical to classify risks into actionable immediate, medium- and long-term items. For Ben, this looks like the following:
- Immediate risks – aggression risks (fight in the tutorial), worsening of mood, reputational damage, friendship, relationship and social isolation
- Medium-term risks – psychological risks, failing law degree
- Long-term risks – medical (chronic liver disease, cardiovascular disease, diabetes, pancreatitis/gastritis), psychological risks, financial issues
- Others: suicide, self-harm and harm to others (evaluate on an ongoing basis).
One way to do a biopsychosocial formulation for Ben is to use the 4P formulation.33 This can be used to form actionable treatment goals.34 Ben’s 4P formulation is shown in Table 2.
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Table 2. Biopsychosocial formulation with the ‘4P Model’ for case study – Ben Smith
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Biological
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Psychological
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Social
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- Youth, male gender
- (Possibly) malnutrition and other deficiencies
- Concurrent heavy alcohol intake and impact on sleep
- Evidence of previous good response to escitalopram
and psychology
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- ‘Perfectionist’ traits
- Limited friendship group growing up
- Relationship breakdown
- Coping mechanism
- Irritability with friends, causing further isolation
- Unresolved ‘grief’ from previous relationship
- (At least some) insight into his current issues
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- Alcohol and gaming cultures among university students
- Life cycle transition from high school to university
- Relocation interstate and away from support structure
- Social and reward system from gaming
- ‘Responsibility’ towards online community
- Worries about his academic troubles
- Seems to have a good supportive friend (Dan)
- Ongoing parental support
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Treatment options
There have been several recent systematic reviews for the treatment of GD.35-37 Some of the pharmacological and non-pharmacological treatment options are summarised in Table 3. Using medication to treat GD is considered ‘off-label’, and currently there is not enough evidence to recommend medication solely for the treatment of GD.35 However, medications might have a role in treating other comorbid conditions.
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Table 3. Treatment options and evidence base for gaming disorder
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Pharmacological treatment options
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Medication
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Efficacy
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Notes
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References
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Bupropion
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Some evidence to reduce cravings and gaming time
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Small trials with 6–12 weeks follow-up
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35, 41–44
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Escitalopram
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Some effect in reducing gaming time when combined with CBT
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Less effective than bupropion in head-to-head comparisons
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44
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Atomoxetine
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Reduced gaming time in adolescents with ADHD
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Effects may be mediated by improvements
in ADHD symptoms
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45
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Methylphenidate
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Reduced gaming time in children with ADHD
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Effects may be mediated by improvements
in ADHD symptoms
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45, 46
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Non-pharmacological treatment options
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Modality
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Efficacy
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Notes
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References
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CBT
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Most studied; superior to support groups;
CBT + bupropion is superior to buproprion alone
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Benefits appear to persist at 3 months post treatment
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35, 40
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Mindfulness-oriented group therapy
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Superior to support groups
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May be effective in reducing symptoms
and improving coping
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47, 48
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Family therapy
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May be helpful in cases with family dynamics
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Limited evidence
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49
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Brief voluntary abstinence
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May help in initial engagement and motivation
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Limited evidence
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50
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Self-discovery samps
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May support behavioural change through immersive experience
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Limited evidence
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51
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ADHD, attention deficit hyperactivity disorder; CBT, cognitive behaviour therapy.
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With regard to non-pharmacological treatment, cognitive behaviour therapy (CBT)-based psychotherapy has the strongest evidence base, although other modalities could be useful depending on individual circumstances.35
Developing rapport, supporting Ben in gaining insight into the impacts of his gaming and collaborating to establish treatment goals can be done using brief psychological interventions. An example is ‘the magic wand question’.38 For Ben, say: ‘Imagine that I have a magic wand and can make all your problems disappear. What would you want your life to look like in the next 12 months?’ His answers include finishing his law degree, playing games without feeling guilty, going back to hiking with his university friends, repairing his relationship with his parents and eventually dating. An example for Ben is shown in Table 4.
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Table 4. Negotiated treatment goals and plans for case study – Ben Smith
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Short-term goals
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Medium-term goals
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Long-term goals
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Barriers
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Attend at least 75% of classes
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Pass exams
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Complete law degree
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Late-night game session
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Apply for special consideration for assignment (extend deadline)
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Complete assignments
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Alcohol intake, sleep issues
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Finish basketball game with Dan
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Longer outing with Dan
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Go on hikes with friends
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Emotional impulse control
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Address past feelings re: Ella
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Re-learn how to be comfortable
in new relationships
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Embarrassment and reluctance to discuss feelings
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Action plans
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Refer to a psychologist – next visit
Fill in a special consideration form
Discuss sleep hygiene at
the next visit
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Limit late-night gaming for better sleep
Set aside time during the
day for study
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Consider having a defined
schedule for gaming
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Plan to review other issues (parents, alcohol, etc) in 3 months
Contingency plans: What if things
go wrong?
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A comprehensive treatment plan for Ben, therefore, includes:
- risk management strategies
- negotiated goal-specific treatment
- brief interventions during consultations
- goal setting and checking progress
- sleep hygiene, mindfulness and grounding exercises
- cognitive exercises – early warning signs, recognising and challenging automatic thoughts
- treatment of comorbid conditions
- appropriate alcohol-specific interventions
- treatment of possible concurrent mood disorder or unresolved grief from relationship breakup
- referral for CBT
- treatment progress review
- physical health screening.
Summary
The video game industry is a US$522 billion giant, dwarfing the gambling, video streaming, music and film industries.1 Understanding the commercial motivations and drivers for growth can help establish public health policies and treatment options to mitigate the harms associated with problematic gaming.4,39
There is a gap in knowledge on effective medication options for GD.35-37 The evidence base for CBT is stronger,35,40 although it is still relatively weak when compared with other conditions.35-37
A thorough clinical assessment of patients presenting with GD can shed light on their gaming behaviour and allow development of a biopsychosocial formulation, risk assessment and negotiated treatment plan for the patient.
Key points
- When a patient presents with problematic gaming, assess the severity of the problem either with a screening tool or by mapping it against diagnostic criteria (ICD-11 or DSM-5).
- Conduct a thorough biopsychosocial assessment, which may include the TLFB calendar, to understand the gaming behaviour, motivations and impact on their life.
- Risk assessment can be used to identify treatment goals.
- CBT has the strongest evidence base for GD; other psychological therapies and medication might be used to address comorbid conditions.
- Collaborate with the patient to set individualised, realistic and achievable treatment goals, focusing on reducing gaming-related harms and improving their overall health and wellbeing.