How many people 'lose control' over games: new data from 93 studies

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Interfere with studies and relationships: scientists have described the signs of gaming disorder
Pixabay/CC0 Public Domain
20:00, 21.01.2026

Games as a way to "cope", or an addiction?



Problematic addiction to video games is not only a prominent problem among teenagers: according to pooled data from international studies, Internet Gaming Disorder (IGD) occurs in about 6.1 per cent of people aged 18-35. This conclusion was reached by scientists from Spain and Italy, who conducted a systematic review and meta-analysis and published the results in the journal Addictive Behaviour.

The authors recall that IGD in DSM-5-TR is labelled as a "condition for further study", while gaming disorder (gaming disorder) has an official classification in ICD-11. The DSM-5-TR describes nine criteria (including compulsive preoccupation with gaming, withdrawal, increased tolerance, failed attempts to control gaming, loss of interest in previous activities, continuing to play despite problems, hiding the extent of gaming, using gaming to escape negative emotions, and damaging relationships/opportunities). Diagnosis involves at least five of the nine criteria at 12 months.

The meta-analysis included data from 93 studies with a total sample of 149,601 participants (mean age approximately 23.5 years). The final estimates for individual papers varied widely, from 0% to 63%, but the pooled prevalence was 6.1%. The rate was higher in samples where only players were analysed (8.1%) than in 'mixed' samples that included non-players (5.47%).

The authors also explained why the estimates jumped between studies: different screening tools and diagnostic approaches gave different figures. Also, in general, larger samples were more likely to show lower prevalence estimates, and there was a trend in the data towards lower values with a higher proportion of women in the sample (but it was not statistically certain).

The researchers emphasise that young adults can be particularly vulnerable: this period is often associated with a protracted transition to financial independence, the formation of relationships and 'adult' roles, and the stress of study and work. In such circumstances, games sometimes become a way to cope with anxiety and negative emotions. Therefore, the authors believe that prevention and psychological interventions tailored specifically to the 18-35 age group are needed.

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Mykola Potyka
Editor-of-all-trades at SOCPORTAL.INFO

Mykola Potyka has a wide range of knowledge and skills in several fields. Mykola writes interestingly about things that interest him.