Problematic gaming is defined as any pattern of gaming that causes significant distress or functional impairment in the lives of children and youth. This can include excessive gaming behaviour, as well as a diagnosis of a gaming disorder or internet gaming disorder. The World Health Organization (WHO) officially included gaming disorder (GD), referring to both online and offline gambling in the 11th revised edition of the International Classification of Diseases (ICD-11) in May 2019. Gaming disorder is characterized by impaired control over gaming, increasing priority given to gaming over other activities, and continuation or escalation of gaming despite negative consequences. However, this inclusion is under revision since millions of children and youth play video games as part of a normal healthy entertainment; hence, further research is needed to ensure accurate diagnosis, avoid stigma, and over pathologizing typical gaming behaviour.
Internet gaming disorder (IGD) is listed in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision (DSM-5-TR) under the section Conditions for Further Study. This designation means that IGD is not yet a formal diagnosis but is recognized as an area requiring further research. IGD specifically refers to problematic gaming conducted via the internet and is characterized by persistent and recurrent online gaming behaviour, preoccupation with gaming, and loss of control, leading to significant impairment or distress.
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Key Learnings or Messages | Prevalence & Trends | Continuum of Gaming | Intervention & Treatment | Case Study | Screening & Assessment Tools | Service Provider Resources
Research that shows some attention-grabbing facts around problematic gaming that service providers need to be aware of when supporting children, youth, and families.
Research finds that gaming can actually have many benefits for children and youth.
For some children and youth gaming can become problematic and can have negative impacts on several life areas. Many youths turn to gaming as a form of coping when they feel isolated, lack meaningful offline relationships, or face academic or familial stress. For some, it fulfills unmet needs for autonomy, competence, or connection. This behaviour may be a symptom of broader psychological distress rather than the core problem.
There is a wide range of treatments, such as family therapy, counselling, and guides for children and their families/guardians who are struggling with gaming and related difficulties.
The clinical description portrayed is fictional. Any resemblance with real cases is purely coincidental.
There are different types of measures supported by scientific research that are being adapted for children and youth. Several instruments may be completed by clinicians and some others are self-administered. Before using any tool or instrument for assessment purposes, service providers must complete a comprehensive interview with children, youth and families. Practitioners can use these tools to assess and screen the behaviours, emotions, and thoughts of the individual who are experiencing negative effects of problematic gaming.
The problematic use of gaming has quickly attracted the attention of many professionals to generate resources for children and youth and their families. Service providers may need access to resources for accurate diagnosis, such as educational resources, medical examinations, clinical history, observation, referrals, screening, assessment, family, and school staff interviews. As part of the support provided, it is recommended that service providers begin by gathering a comprehensive understanding of the youth’s current functioning, environment, and support system.