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When Gaming Stops Being Fun: More Than 6% of Young Adults Suffer From Gaming Disorder

  • May 26
  • 3 min read

What begins as fun, a pastime, or an escape from stress can end up becoming a serious mental health problem. A new global study revealed that more than 6% of young adults show signs of Internet Gaming Disorder, a condition associated with loss of control, anxiety, social isolation, and impairment in personal and professional life. Experts warn that cases seem to be silently increasing, especially among more frequent gamers.


Video games are part of the routine of millions of people and, for most, represent just a healthy form of entertainment. However, experts have been observing a worrying increase in cases where the habit of playing ceases to be just fun and begins to seriously affect personal, social, and emotional life.


Although this problem is often associated with teenagers, a new international study shows that young adults are also increasingly vulnerable to so-called Internet Gaming Disorder.


The disorder is recognized by the medical community as a mental health condition involving loss of control over time spent playing online games. Affected individuals may exhibit symptoms such as an increasing need to play, difficulty stopping, irritability when deprived of access to games, abandonment of hobbies, impaired academic or work performance, and even social isolation. In more severe cases, gaming becomes a way to escape anxiety, stress, or emotional problems.



To understand the extent of this problem among young adults, researchers conducted a large scientific review, gathering data from studies published around the world between 2015 and 2025. In total, the scientists analyzed information from nearly 150,000 people between the ages of 18 and 35.


The researchers combined the results of 96 different groups of participants, from dozens of independent studies, using statistical methods that allow for a more reliable overall estimate of the prevalence of the disorder.


The scientists also investigated why some studies found such different numbers. To do this, they evaluated factors such as sample size, type of questionnaire used for diagnosis, proportion of men and women, and whether the participants were frequent gamblers or just part of the general population.


This care was important because there is no single universal test to identify the disorder, and different criteria can produce quite varied results.



The results showed that approximately 6.1% of young adults exhibit signs consistent with Internet Gaming Disorder. Among groups composed solely of gamers, the rate was even higher, reaching over 8%.


According to the researchers, the numbers suggest that the problem is more common in this age group than in the general population. The study also found evidence that men tend to have higher rates and that cases appear to be increasing over the years.


The authors warn that the beginning of adulthood is a phase marked by intense changes, academic pressure, the pursuit of financial independence, and emotional insecurities. In this context, online games can become a form of emotional compensation for some more vulnerable individuals.


Furthermore, the disorder frequently appears associated with anxiety, depression, impulsivity, and even problematic alcohol use. For the researchers, the results reinforce the need for greater attention to the mental health of young adults and clearer strategies for prevention, diagnosis, and treatment.



READ MORE:


Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis

Júlia Gisbert-Pérez, Claudio Longobardi, Manuel Martí-Vilar, Sofia Mastrokoukou, and Laura Badenes-Ribera

Addictive Behaviors, Volume 174, March 2026, 108576


Abstract: 


Internet Gaming Disorder (IGD) is recognized as a condition for further study in DSM-5-TR and officially classified in ICD-11. Although gaming problems seem like an adolescent concern, growing evidence indicates that young adults are also vulnerable. This systematic review and meta-analysis aimed to estimate the global prevalence of IGD among young adults and identify sociodemographic and methodological moderators associated with its variability. Ninety-six analytical samples from 93 studies published (2015-2025) were included, comprising 149,601 participants aged 18-35 (Mage = 23.53 years, SDage = 6.28; 51.22 % female). Generalized linear mixed models were applied to compute pooled prevalence estimates. The pooled prevalence of IGD was 6.1 % (95 % CI: 5.03-7.40). Prevalence was significantly higher in gamer-only samples (8.1 %, 95 % CI: 5.91-11.01) compared to mixed samples, including gamers and non-gamers (5.47 %, 95 % CI: 4.33-6.90). Moderator analyses showed that IGD prevalence differed by diagnostic instrument (IGDS and DSM-V criteria > IGDT-10) and by sample size, and a trend also emerged suggesting lower prevalence with higher proportions of women. In gamer-only samples, prevalence increased over time and in studies with a higher risk of bias. In mixed samples, prevalence differed by instrument (IGDS > GAS) and was negatively associated with sample size. These findings indicate that IGD is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies.

 
 
 

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