Thank you for visiting nature.com. You are using a browser version with limited support for CSS. To obtain the best experience, we recommend you use a more up to date browser (or turn off compatibility mode in Internet Explorer). In the meantime, to ensure continued support, we are displaying the site without styles and JavaScript.

  • View all journals
  • Explore content
  • About the journal
  • Publish with us
  • Sign up for alerts
  • Open access
  • Published: 28 November 2022

Psychological treatments for excessive gaming: a systematic review and meta-analysis

  • Jueun Kim 1 ,
  • Sunmin Lee 1 ,
  • Dojin Lee 1 ,
  • Sungryul Shim 2 ,
  • Daniel Balva 3 ,
  • Kee-Hong Choi 4 ,
  • Jeanyung Chey 5 ,
  • Suk-Ho Shin 6 &
  • Woo-Young Ahn 5  

Scientific Reports volume  12 , Article number:  20485 ( 2022 ) Cite this article

4872 Accesses

3 Citations

4 Altmetric

Metrics details

  • Human behaviour

Despite widespread public interest in problematic gaming interventions, questions regarding the empirical status of treatment efficacy persist. We conducted pairwise and network meta-analyses based on 17 psychological intervention studies on excessive gaming ( n  = 745 participants). The pairwise meta-analysis showed that psychological interventions reduce excessive gaming more than the inactive control (standardized mean difference [SMD] = 1.70, 95% confidence interval [CI] 1.27 to 2.12) and active control (SMD = 0.88, 95% CI 0.21 to 1.56). The network meta-analysis showed that a combined treatment of Cognitive Behavioral Therapy (CBT) and Mindfulness was the most effective intervention in reducing excessive gaming, followed by a combined CBT and Family intervention, Mindfulness, and then CBT as a standalone treatment. Due to the limited number of included studies and resulting identified methodological concerns, the current results should be interpreted as preliminary to help support future research focused on excessive gaming interventions. Recommendations for improving the methodological rigor are also discussed.

Similar content being viewed by others

short essay about online games addiction

Why do adults seek treatment for gaming (disorder)? A qualitative study

short essay about online games addiction

A randomized controlled trial on a self-guided Internet-based intervention for gambling problems

short essay about online games addiction

The interplay between mental health and dosage for gaming disorder risk: a brief report

Introduction.

Excessive gaming refers to an inability to control one’s gaming habits due to a significant immersion in games. Such an immersion may result in experienced difficulties in one’s daily life 1 , including health problems 2 , poor academic or job performance 3 , 4 , and poor social relationships 5 . Although there is debate regarding whether excessive gaming is a mental disorder, the 11th revision of the International Classification of Diseases (ICD-11) included Gaming Disorder as a disorder in 2019 6 . While there is no formal diagnosis for Gaming Disorder listed in the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5), the DSM-5 included Internet Gaming Disorder (IGD) as a condition for further study 7 . In the time since the DSM-5’s publication, research on excessive gaming has widely continued. Although gaming disorder’s prevalence appears to be considerably heterogeneous by country, results from a systematic review of 53 studies conducted between 2009 and 2019 indicated a global prevalence of excessive gaming of 3.05% 8 . More specifically, a recent study found that Egypt had the highest IGD prevalence rate of 10.9%, followed by Saudi Arabia (8.8%), Indonesia (6.1%), and India (3.8%) among medical students 9 .

While the demand for treatment of excessive gaming has increased in several countries 10 , standard treatment guidelines for problematic gaming are still lacking. For example, a survey in Australia and New Zealand revealed that psychiatrics— particularly child psychiatrists, reported greater frequency of excessive gaming in their practice, yet 43% of the 289 surveyed psychiatrists reported that they were not well informed of treatment modalities for managing excessive gaming 11 . Similarly, 87% of mental health professionals working in addiction-related institutions in Switzerland reported a significant need for professional training in excessive gaming interventions 12 . However, established services for the treatment of gaming remain scarce and disjointed.

Literature has identified a variety of treatments for excessive gaming, but no meta-analysis has yet been conducted on effectiveness of the indicated interventions. The only meta-analysis to date has focused on CBT 13 , and while results demonstrated excellent efficacy in reducing excessive gaming. However, the study did not compare the intervention with other treatment options. Given that gaming behavior is commonly affected by cognitive and behavioral factors as well as social and familial factors 14 , 15 , 16 , it would also be important to examine the effectiveness of treatment approaches that reflect social and familial influences. While two systematic reviews examined diverse therapeutic approaches, they primarily reported methodological concerns of the current literature and did not assess the weight of evidence 17 , 18 . Given that studies in this area are rapidly evolving and studies employing rigorous methodological approaches have since emerged 19 , 20 , a meta-analytic study that analyzes and synthesizes the current stage of methodological limitations while also providing a comprehensive comparison of intervention options is warranted.

In conducting such a study, undertaking a traditional pairwise meta-analysis is vital to assess overall effectiveness of diverse interventions. Particularly, moderator and subgroup analyses in pairwise meta-analysis provide necessary information as to whether effect sizes vary as a function of study characteristics. Furthermore, to obtain a better understanding of the superiority and inferiority of all clinical trials in excessive gaming psychological interventions, it is useful to employ a network meta-analysis, which allows for a ranking and hierarchy of the included interventions. While a traditional pair-wise analysis synthesizes direct evidence of one intervention compared with one control condition, a network meta-analysis incorporates multiple comparisons in one analysis regardless of whether the original studies used them as control groups. It enters all treatment and control arms of each study, and makes estimates of the differences in interventions by using direct evidence (e.g., direct estimates where two interventions were compared) and indirect evidence (e.g., generated comparisons between interventions from evidence loops in a network 21 . Recent meta-analytic studies on treatments for other health concerns and disorders have used this analysis to optimize all available evidence and build treatment hierarchies 22 , 23 , 24 .

In this study, the authors used a traditional pairwise meta-analysis and network meta-analysis to clarify the overall and relative effectiveness of psychological treatments for excessive gaming. The authors also conducted a moderator analysis to examine potential differences in treatment efficacy between Randomized Controlled Trials (RCTs) and non-RCTs, age groups, regions, and research qualities. Finally, the authors examined follow-up treatment efficacy and treatment effectiveness on common comorbid symptoms and characteristics (e.g., depression, anxiety, and impulsivity).

The protocol for this review has been registered in the International Prospective Register of Systematic Review (PROSPERO 2021: CRD 42021231205) and is available for review via the following link: https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=231205 . Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) network meta-analysis checklist 25 is included in Supplementary Material 1 .

Identification and selection of studies

The authors searched seven databases, which included ProQuest, PubMed, Scopus, Web of Science, PsycINFO, Research Information Sharing Service (RISS), and DBpia. Given that a substantial number of studies have been published particularly in East Asia and exclusion of literature from the area in languages other than English has been discussed as a major limitation in previous reviews 17 , 18 , the authors gave special attention to gaming treatment studies in English and other languages from that geographical area. Additionally, the authors searched Google Scholar to ensure that no studies were accidentally excluded. The authors conducted extensive searches for studies published in peer-reviewed journals between the first available year (year 2002) and October 31, 2022, using the following search terms: “internet”, or “video”, or “online”, or “computer”, and “game”, or “games”, or “gaming”, and “addiction”, or “addictions”, or “disorder”, “disorders”, or “problem”, or “problems”, or “problematic”, or “disease”, or “diseases”, or “excessive”, or “pathological”, or “addicted”, and “treatment”, or “treatments”, or “intervention”, or “interventions”, or “efficacy”, or “effectiveness”, or “effective”, or “clinical”, or “therapy”, or “therapies”. Search strategies applied to each database is provided in Supplementary Material 2 .

The authors included studies that recruited individuals who were excessively engaging in gaming, according to cutoff scores for different game addiction scales. Since there is not yet an existing consensus on operational definitions for excessive gaming, the authors included studies that recruited individuals who met high-risk cutoff score according to the scales used in each respective study (e.g., Internet Addiction Test [modified in game environments] > 70). The authors also sought studies that provided pretest and posttest scores from the game addiction scales in both the intervention and control groups. Studies meeting the following criteria were excluded: (a) the study targeted excessive Internet use but did not exactly target excessive gaming; (b) the study provided a prevention program rather than an intervention program; (c) the study provided insufficient data to perform an analysis of the effect sizes and follow-up contact to the authors of such studies did not yield the information necessary for inclusion within this paper; and (d) the study conducted undefinable types of intervention with unclear psychological orientations (e.g., art therapy with an undefined psychological intervention, fitness programs, etc.).

Two authors (D.L. and S.L.) independently screened the titles and abstracts of articles identified by the electronic searches and excluded irrelevant studies. A content expert (J.K.) examined the intervention descriptions to determine intervention types that were eligible for this review. All treatments were primarily classified based on the treatment theory, protocol, and descriptions about the procedures presented in each paper. D.L. and S.L.—both of whom have been in clinical training for 2 years categorized treatment type, to which J.K., a licensed psychologist, cross-checked and confirmed the categorization. The authors resolved disagreements through discussion. The specific example of intervention type classification is provided in Supplementary Material 3 .

Risk of bias and data extraction

Three independent authors assessed the following risks of bias among the included studies. The authors used the Risk of Bias 2.0 (RoB 2) tool for RCT studies and the Risk Of Bias In Non-Randomized Studies of Intervention (ROBINS-I) tool for non-RCT studies. The RoB 2 evaluates biases of (a) randomization processes; (b) deviations from intended interventions; (c) missing outcome data; (d) measurement of the outcome; and (e) selection of the reported result, and it categorizes the risk of bias in each dimension into three levels (low risk, moderate risk, and high risk). The ROBINS-I evaluates biases of (a) confounding variables; (b) selection of participants; (c) classification of interventions; (d) deviations from intended interventions; (e) missing data; (f) measurement of outcomes; and (g) selection of the reported result, and it categorizes the risk of bias in each dimension into five levels (low risk, moderate risk, serious risk, critical risk, and no information). After two authors (D.L. and S.L.) assessed each study, another author (J.K.) cross-checked the assessment.

For each study, the authors collected descriptive data, which included the sample size as well as participants’ ages, and regions where the studies were conducted. The authors also collected clinical data, including whether the study design was a RCT, types of treatment and control, treatment duration, and the number of treatment sessions. Finally, the authors collected data on the follow-up periods and the measurement tools used in each study.

Data analysis

The authors employed separate pairwise meta-analyses in active control and inactive control studies using R-package “meta” 26 and employed a random-effects model due to expected heterogeneity among studies. A random-effects model assumes that included studies comprise random samples from the larger population and attempt to generalize findings 27 . The authors categorized inactive control groups including no treatment and wait-list control and categorized active control groups including pseudo training (e.g., a classic stimulus-control compatibility training) and other types of psychological interventions (e.g., Behavioral Therapy, CBT, etc.). The authors also used the bias-corrected standardized mean change score (Hedges’ g ) due to small sample sizes with the corresponding 95% confidence interval 28 . The authors’ primary effectiveness outcome was a mean score change on game addiction scales from pre-treatment to post-treatment. Hedges’ g effect sizes were interpreted as small ( g  = 0.15), medium ( g  = 0.40) and large ( g  = 0.75), as suggested by Cohen 29 . The authors used a conservative estimate of r  = 0.70 for the correlation between pre-and post-treatment measures 30 , and to test heterogeneity, the authors calculated Higgins’ I 2 , which is the percentage of variability in effect estimates due to heterogeneity among studies rather than chance. I 2  > 75% is considered substantial heterogeneity 31 .

The authors conducted moderator analyses as a function of RCT status (RCT versus non-RCT), age group (adolescents versus adults), region (Eastern versus Western), and research quality (high versus low). The authors divided high versus low quality studies using median values of research quality scores (RCT: low [0–2] versus high [3–5], non-RCT: low [0–4] versus high [5]). The authors calculated Cochran’s Q for heterogeneity: A significant Q value indicates a potentially important moderator variable. For the subgroup analyses of follow-up periods and other outcomes, the authors conducted separate pairwise analyses in 1- to 3-month follow-up studies and in 4- to 6-month follow-up studies and separate analyses in depression, anxiety, and impulsivity outcome studies.

The authors sought to further explore relative effectiveness of treatment types and performed a frequentist network meta-analysis using the R-package “netmeta” 4.0.4 version 26 . To examine whether transitivity and consistency assumptions for network meta-analysis were met, the authors assessed global and local inconsistency. To test network heterogeneity, the authors calculated Cochran’s Q to compare the effect of a single study with the pooled effect of the entire study. The authors drew the geometry plot of the network meta-analysis through the netgraph function in “netmeta”, and the thicker lines between the treatments indicated a greater number of studies.

The authors presented the treatment rankings based on estimates using the surface area under the cumulative ranking curve (SUCRA) 32 . The SUCRA ranged from 0 to 100%, with higher scores indicating greater probability of more optimal treatment. The authors also generated a league table to present relative effectiveness between all possible comparisons between treatments. When weighted mean difference for pairwise comparisons is bigger than 0, it favors the column-defining treatment. Finally, funnel plots and Egger’s test were used to examine publication bias.

Included studies and their characteristics

Figure  1 presents the flow diagram of the study selection process. The authors identified 1471 abstracts in electronic searches and identified an additional seven abstracts through secondary/manual searches (total n  = 1478). After excluding duplicates ( n  = 765) and studies that did not meet the inclusion criteria based on the study abstract ( n  = 550), the authors retrieved studies with potential to meet the inclusion criteria for full review ( n  = 163). Of these, 144 studies were excluded due to not meeting inclusion criteria based on full-text articles, leaving 19 remaining studies. Of the 19, two studies did meet this paper’s inclusion criteria but were excluded from this network meta-analysis 33 , 34 because the consistency assumption between direct and indirect estimates was not met at the time of this study's consideration based on previous studies 35 , 36 . Therefore, a total of 17 studies were included in this network meta-analysis, covering a total of 745 participants 36 .

figure 1

Flow diagram of the study selection process.

Table 1 lists the characteristics of the 17 included studies. CBT ( n  = 4), Behavioral Treatment (BT) + Mindfulness ( n  = 4), and BT only ( n  = 4) were most frequently studied, followed by CBT + Family Intervention ( n  = 1), CBT + Mindfulness ( n  = 1), virtual reality BT ( n  = 1), Mindfulness ( n  = 1), and Motivational Interviewing (MI) + BT ( n  = 1). Seven studies were conducted in Korea and six were conducted in China, followed by Germany and Austria ( n  = 1), Spain ( n  = 1), the United States ( n  = 1), and the Philippines ( n  = 1). Twelve articles were written in English, and five articles were written in a language other than English. Nine studies conducted a follow-up assessment with periods ranging from one to three months, and two studies conducted a follow-up assessment with periods ranging four to six months. In one study 20 , the authors described their 6-month follow-up but did not present their outcome value, and thus only two studies were included in the four- to six-month follow-up analysis. Among the 17 included studies, eight had no treatment control group, five had an active control group (e.g., pseudo training, BT, and CBT), and four had a wait-list control group. Seven of the studies were RCT studies, and 10 were non-RCT studies.

Pairwise meta-analysis

The results of meta-analyses showed a large effect of all psychological treatments when compared to any type of comparison groups ( n  = 17, g  = 1.47, 95% CI [1.07, 1.86]). The treatment effects were separately provided according to active versus inactive comparison groups in Fig.  2 . The effects of psychological treatments were large when compared to the active control ( n  = 5, g  = 0.88, 95% CI [0.21, 1.56]) or inactive control ( n  = 12, g  = 1.70, 95% CI: [1.27, 2.12]). Substantial heterogeneity was evident in studies that were compared to both the active controls (I 2  = 72%, < 0.01) and inactive controls at p -value level of 0.05 (I 2  = 69%, p  < 0.001).

figure 2

Pairwise Meta-analysis. Psychological treatment effects on excessive gaming by comparison group type (active and inactive controls). SMD standardized mean difference, SD standard deviation,  CI confidence interval, I 2  = Higgins' I 2 .

Moderator analysis

As shown in Table 2 , the moderator analysis suggested that effect sizes were larger in non-RCT studies ( n  = 10, g  = 1.60, 95% CI [1.36, 1.84]) than RCT studies ( n  = 7, g  = 1.26, 95% CI [0.30, 2.23]). However, the results of a Q-test for heterogeneity yielded insignificant results (Q = 0.44, df[Q] = 1, p  = 0.51), indicating that no statistically significant difference in treatment efficacy at p level of 0.05 between RCT and non-RCT studies.

The results of Q-test for heterogeneity did not yield any significant results, indicating no significant differences in treatment efficacy between adults and adolescents (Q = 2.39, df[Q] = 1, p  = 0.12), Western and Eastern regions (Q = 0.40, df[Q] = 1, p  = 0.53), or low and high research qualities among RCT studies (Q = 2.25, df[Q] = 1, p  = 0.13) and non-RCT studies (Q = 3.06, df[Q] = 1, p  = 0.08).

Subgroup analysis

The results demonstrated that the treatment effect was Hedges’ g  = 1.54 (95% CI [0.87, 2.21]) at 1-to-3-month follow-up and Hedges’ g  = 1.23 (95% CI [0.77, 1.68]) 4- to-6-month follow-up. The results also showed that the treatment for excessive gaming was also effective on depression and anxiety. Specifically, treatment on depression was Hedges’ g  = 0.52 (95% CI: [0.22, 0.81], p  < 0.001), and anxiety was Hedges’ g  = 0.60 (95% CI [0.11, 1.08], p  = 0.02), which are medium and significant effects. However, the effect on impulsivity was insignificant, Hedges’ g  = 0.26 (95% CI [− 0.14, 0.67], p  = 0.20).

Network meta-analysis

As shown in Fig.  3 , a network plot represents a connected network of eight intervention types (CBT, BT + Mindfulness, BT, Virtual Reality BT, CBT + Mindfulness, CBT + Family, MI + BT, and Mindfulness) and three control group types (wait-list control, no treatment, treatment as usual). The widest width of nodes was observed when comparing BT + Mindfulness and no treatment, indicating that those two modules were most frequently compared. No evidence of global inconsistency based on a random effects design-by-treatment interaction model was found (Q = 8.5, df[Q] = 7, p  = 0.29). Further, local tests of loop-specific inconsistency did not demonstrate inconsistency, indicating that the results from the direct and indirect estimates were largely in agreement ( p  = 0.12- 0.78).

figure 3

Network plot for excessive gaming interventions. Width of lines and size of circles are proportional to the number of studies in each comparison. BT behavioral therapy, CBT cognitive behavioral therapy, Family family intervention, MI motivational interviewing, TAU treatment as usual.

As shown in Fig.  4 , according to SUCRA, a combined intervention of CBT and Mindfulness ranked as the most optimal treatment (SUCRA = 97.1%) and demonstrated the largest probability of effectiveness when compared to and averaged over all competing treatments. A combined treatment of CBT and Family intervention ranked second (SUCRA = 90.2%), and Mindfulness intervention ranked third (SUCRA = 82.1%). As shown in Table 3 , according to league table, CBT + Mindfulness intervention showed positive weighted mean difference values in the lower diagonal, indicating greater effectiveness over all other interventions. The CBT + Mindfulness intervention was more effective than CBT + Family or Mindfulness interventions, but their differences were not significant (weighted mean differences = 0.23–1.11, 95% CI [− 1.39 to 2.68]). The top three ranked interventions (e.g., CBT + Mindfulness, CBT + Family intervention, and Mindfulness in a row) were statistically significantly superior to CBT as a standalone treatment as well as the rest of treatments.

figure 4

Surface under the cumulative ranking curve (SUCRA) rankogram of excessive gaming. BT behavioral therapy, CBT cognitive behavioral therapy, Family family intervention, MI motivational interviewing, TAU treatment as usual.

Risk of bias

Figure  5 displays an overview of the risk of bias across all included studies. Of note was that in the RCT studies, bias due to missing outcome data was least problematic, indicating a low dropout rate (six out of seven studies). In contrast, bias due to deviations from intended interventions was most problematic, indicating that, in some studies, participants and trial personnel were not blinded and/or there was no information provided as to whether treatments adhered to intervention protocols (six out of seven studies). In the non-RCT studies, bias in the selection of participants in the study was least problematic, indicating that researchers did not select participants based on participant characteristics after the start of intervention (10 out of 10 studies). In contrast, bias in the measurement of outcomes was most problematic, indicating that participants and outcome assessors were not blinded and/or studies used self-reported measures without clinical interviews (10 out of 10 studies).

figure 5

Overview of risk of bias results across all included studies. Cl bias in classification of interventions, Co bias due to confounding, De bias due to deviations from intended interventions, Me bias in measurement of the outcome, Mi bias due to missing outcome data, R bias arising from the randomization process, RoB risk of bias, ROBINS-I risk of bias in non-randomized studies of intervention, Sp bias in selection of participants in the study, Sr bias in selection of the reported result.

Funnel plots and Egger’s test showed no evidence of publication in network meta-analyses. Funnel plots were reasonably symmetric and the result from Egger’s test for sample bias were not significant ( p  = 0.22; see Supplementary Material 4 ).

In this pairwise and network meta-analyses, the authors assessed data from 17 trials and analyzed the overall and relative effectiveness of eight types of psychological treatments for reducing excessive gaming. The pairwise meta-analysis results indicated large overall effectiveness of psychological treatments in reducing excessive gaming. Although the effectiveness was smaller when compared to the active controls than when compared to the inactive controls, both effect sizes were still large. However, this result needs to be interpreted with caution because there are only seven existing RCT studies and several existing low-quality studies. Network meta-analysis results indicated that a combined treatment of CBT and Mindfulness was the most effective, followed by a combined therapy of CBT and Family intervention, Mindfulness, and then CBT as a standalone treatment, however, this finding was based on a limited number of studies. Overall, the findings suggest that psychological treatments for excessive gaming is promising, but replications are warranted, with additional attention being placed on addressing methodological concerns.

The large effect of psychological treatments in reducing excessive gaming seems encouraging but the stability and robustness of the results need to be confirmed. These authors’ moderator analysis indicated that the effect size of non-RCT studies was not significantly different from that of RCT studies. The authors conducted a moderator analysis using the research quality score (high vs low) and found that research quality did not moderate the treatment effect. The authors also examined publication bias using both funnel plots and Egger’s test and found no evidence of publication bias in network meta-analysis. Because most of the studies included in the review were from Asian countries, the authors examined the generalizability of the finding by testing moderator analysis by regions and found no significant difference of treatment effect sizes between Eastern and Western countries. Finally, although limited studies exist, treatment benefits did not greatly diminish after 1–6 months of follow-ups, indicating possible lasting effects.

Network meta-analysis findings provide some preliminary support for the notion that a combined treatment of CBT and Mindfulness and a combined treatment of CBT and Family intervention are most effective in addressing individuals’ gaming behaviors. These combined therapies were significantly more effective than the CBT standalone approach. CBT has been studied and found to be highly effective in addiction treatment—particularly in reducing excessive gaming due to its attention to stimulus control and cognitive restructuring 13 . However, adding Mindfulness and family intervention may have been more effective than CBT alone, given that gaming is affected not only by individual characteristics, but also external stress or family factors.

Mindfulness generally focuses on helping individuals to cope with negative affective states through mindful reappraisal and aims to reduce stress through mindful relaxation training. The effectiveness of Mindfulness has been validated in other substance and behavioral addiction studies such as alcohol 37 , gambling 38 , and Internet 39 addiction treatments. Indulging in excessive gaming is often associated with the motivation to escape from a stressful reality 40 , and mindful exercises are likely to help gamers not depend on gaming as a coping strategy.

Because excessive gaming is often entangled with family environments or parenting-related concerns—particularly with adolescents, addressing appropriate parent–adolescent communication and parenting styles within excessive gaming interventions are likely to increase treatment efficacy 41 , 42 , 43 . Based on a qualitative study focused on interviews with excessive gamers 43 , and per reports from interviewed gamers, parental guidance to support regulatory control and encouragement to participate in other activities are important factors to reduce excessive gaming. However, at the same time, if parents excessively restrict their children’s behavior, children will feel increased stress and may further escape into the online world through gaming 44 as a means of coping with their stress. Our study indicates that appropriate communication among parents and adolescents in addition to parenting styles with respect to game control must be discussed in treatment. However, because only two studies examined the top two ranked combined interventions within this paper, such findings warrant replication.

Limitations and future directions

These authors identified methodological limitations and future directions in the reviewed studies, which include the following. The authors included non-RCTs to capture data on emerging treatments, but a lack of RCT studies contributes to this paper’s identified methodological concerns. Of 17 studies included, seven were RCT studies and 10 were non-RCT studies. The lack of RCT studies has been repeatedly mentioned in previous review studies 17 , 18 . In fact, one of the two identified reviews 17 made the criticism that even CBT (the most widely studied treatment for excessive gaming) was mostly conducted in non-RCT studies, which was commensurate with this paper’s data (only one out of four CBT studies included in this review is a RCT). Including non-RCTs may be likely to increase selection bias by employing easily accessible samples and assigning participants with more willingness (which is an indicator of better treatment outcome) to intervention groups. Selection bias may have increased the effect size of treatments than what is represented in reality and may limit the generalizability of this finding. Thus, more rigorous evaluation through RCTs is necessary in future studies.

While there are concerns surrounding assessment tools, given that all included studies used self-report measures without clinical interviews, this may lead to inaccurate results due to perceived stigma. Additionally, 11 self-reported measurement tools were employed in the included studies—and some of those tools may have poor sensitivity or specificity. A previous narrative review 45 and a recent meta-analytic review 46 suggested that the Game Addiction Scale-7, Assessment of Internet and Computer Addiction Scale-Gaming, Lemmens Internet Gaming Disorder Scale-9, Internet Gaming Disorder Scale 9- Short Form, and Internet Gaming Disorder Test-10 have good internal consistency and test–retest reliability. Thus, there is a need for studies to employ clinical interviews and self-report measures with good psychometric features.

Many studies in this included review did not describe whether participants and experimenters were blinded and there was no information about whether treatments adhered to intervention protocols. Although blinding of participants and personnel may be impossible in most psychotherapy studies, it is crucial to evaluate possible performance biases such as social desirability. Also, a fidelity check by content experts is needed to confirm whether treatments adhered to intervention protocols.

Finally, future studies need to examine treatment efficacy in treating both excessive gaming and its comorbid psychiatric symptoms. Internet/gaming addiction has been reported to have a high comorbidity with attention deficit hyperactivity disorder, depression, anxiety, and other substance abuse 47 , 48 . Our results showed that CBT, BT, and BT + Mindfulness may be effective in reducing depression or anxiety symptoms of excessive gamers. However, other psychological and/or pharmacological treatments such as CBT + Bupropion or Bupropion as a standalone treatment have been also reported as potentially effective treatments for excessive gamers with major depressive disorder 49 , 50 . Thus, it would be worthwile to examine efficacy of treatments on excessive gamers with dual diagnoses.

TO the best of the authors’ knowledge, this is the first pairwise meta-analytic and network meta-analytic study that examined the overall effectiveness of psychological treatments and compared the relative effectiveness of diverse treatment options for excessive gaming. Although the authors intentionally used network meta-analysis because of its usefulness in comparing relative effectiveness of currently existing literature, this finding should be interpreted with caution due to the small number of studies. However, as previously indicated, the global prevalence of excessive gaming highlights the need for greater attention to this topic. Studies focused on the effectiveness of diverse gaming interventions help meet the call for further inquiry and study on this topic placed by the DSM-5 7 , and allow greater advances to be made in treating individuals who may have difficulty controlling excessive gaming habits. As such, this study can provide preliminary support for beneficial treatment interventions for excessive gaming as well as recommendations for more rigorous studies to be directed at helping those who have excessive gaming habits.

Data availability

The datasets used and/or analyzed during the current study are available from the corresponding author upon reasonable request.

•Indicates studies used in the meta-analysis

Griffiths, M. D., Király, O., Pontes, H. M. & Demetrovics, Z. Mental Health in the Digital Age: Grave Dangers, Great Promise (Oxford University Press, 2015).

Google Scholar  

Wong, H. Y. et al. Relationships between severity of internet gaming disorder, severity of problematic social media use, sleep quality and psychological distress. Int. J. Environ. Health Res. 17 , 1879 (2020).

Article   Google Scholar  

Brandtner, A., Wegmann, E. & Brand, M. Desire thinking promotes decisions to game: The mediating role between gaming urges and everyday decision-making in recreational gamers. Addict. Behav. Rep. 12 , 100295 (2020).

PubMed   PubMed Central   Google Scholar  

Ferguson, C. J., Coulson, M. & Barnett, J. A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems. J. Psychiatr. Res. 45 , 1573–1578 (2011).

Article   PubMed   Google Scholar  

King, D. L. & Delfabbro, P. H. The concept of “harm” in Internet gaming disorder. J. Behav. Addict. 7 , 562–564 (2018).

Article   PubMed   PubMed Central   Google Scholar  

World Health Organization. International Statistical Classification of Diseases and Related Health Problems 11th edn. (World Health Organization, 2019).

American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) (American Psychiatric Publishing, 2013).

Book   Google Scholar  

Stevens, M. W., Dorstyn, D., Delfabbro, P. H. & King, D. L. Global prevalence of gaming disorder: A systematic review and meta-analysis. Aust. N. Z. J. Psychiatry 55 , 553–568 (2020).

Chiang, C. L., Zhang, M. W. & Ho, R. C. Prevalence of internet gaming disorder in medical students: A meta-analysis. Front. Psychiatry 12 , 760911 (2021).

Rumpf, H.-J. et al. Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective: Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al. 2018). J. Behav. Addict. 7 , 556–561 (2018).

Dullur, P. & Hay, P. Problem internet use and internet gaming disorder: A survey of health literacy among psychiatrists from Australia and New Zealand. Australas. Psychiatry. 25 , 140–145 (2017).

Knocks, S., Sager, P. & Perissinotto, C. “Onlinesucht” in der Schweiz [“Online-addiction” in Switzerland] (2018).

Stevens, M. W., King, D. L., Dorstyn, D. & Delfabbro, P. H. Cognitive–behavioral therapy for Internet gaming disorder: A systematic review and meta-analysis. Clin. Psychol. Psychother. 26 , 191–203 (2019).

Mihara, S. & Higuchi, S. Cross-sectional and longitudinal epidemiological studies of I nternet gaming disorder: A systematic review of the literature. Psychiatry. Clin. Neurosci. 71 , 425–444 (2017).

Rehbein, F. & Baier, D. Family-, media-, and school-related risk factors of video game addiction. J. Media Psychol. 15 , 118–128 (2013).

Yu, C., Li, X. & Zhang, W. Predicting adolescent problematic online game use from teacher autonomy support, basic psychological needs satisfaction, and school engagement: A 2-year longitudinal study. Cyberpsychol. Behav. Soc. Netw. 18 , 228–233 (2015).

Zajac, K., Ginley, M. K. & Chang, R. Treatments of internet gaming disorder: A systematic review of the evidence. Expert. Rev. Neurother. 20 , 85–93 (2020).

Article   CAS   PubMed   Google Scholar  

King, D. L. et al. Treatment of Internet gaming disorder: An international systematic review and CONSORT evaluation. Clin. Psychol. Rev. 54 , 123–133 (2017).

•He, J., Pan, T., Nie, Y., Zheng, Y. & Chen, S. Behavioral modification decreases approach bias in young adults with internet gaming disorder. Addict. Behav. 113 , 106686 (2021).

•Wölfling, K. et al. Efficacy of short-term treatment of internet and computer game addiction: A randomized clinical trial. JAMA Psychiatry 76 , 1018–1025 (2019).

Mavridis, D., Giannatsi, M., Cipriani, A. & Salanti, G. A primer on network meta-analysis with emphasis on mental health. Evid. Based Ment. Health. 18 , 40–46 (2015).

Benz, F. et al. The efficacy of cognitive and behavior therapies for insomnia on daytime symptoms: A systematic review and network meta-analysis. Clin. Psychol. Rev. 80 , 101873 (2020).

Cuijpers, P. et al. A network meta-analysis of the effects of psychotherapies, pharmacotherapies and their combination in the treatment of adult depression. World Psychiatry 19 , 92–107 (2020).

Ha, A., Kim, S. J., Shim, S. R., Kim, Y. K. & Jung, J. H. Efficacy and safety of 8 atropine concentrations for myopia control in children: A network meta-analysis. Ophthalmology 129 , 322–333 (2021).

Hutton, B. et al. The PRISMA extension statement for reporting of systematic reviews incorporating network meta-analyses of health care interventions: Checklist and explanations. Ann. Intern. Med. 162 , 777–784 (2015).

Team, R. C. R: A Language and Environment for Statistical Computing (2013).

Cheung, M. W. L., Ho, R. C., Lim, Y. & Mak, A. Conducting a meta-analysis: Basics and good practices. Int. J. Rheum. Dis. 15 , 129–135 (2012).

Hedges, L. V. & Olkin, I. Statistical Methods for Meta-analysis (Academic Press, 1985).

MATH   Google Scholar  

Cohen, J. Statistical Power Analysis for the Behavioral Sciences (Lawrence Erlbaum Associates, 1988).

Rosenthal, R. Meta-Analytic Procedures for Social Science Research Vol. 15, 148 (Sage Publications, 1991).

Higgins, J. P. & Thompson, S. G. Quantifying heterogeneity in a meta-analysis. Stat. Med. 21 , 1539–1558 (2002).

Salanti, G., Ades, A. & Ioannidis, J. P. Graphical methods and numerical summaries for presenting results from multiple-treatment meta-analysis: An overview and tutorial. J. Clin. Epidemiol. 64 , 163–171 (2011).

Nielsen, P. et al. Multidimensional family therapy reduces problematic gaming in adolescents: A randomised controlled trial. J. Behav. Addict. 10 , 234–243 (2021).

Pornnoppadol, C. et al. A comparative study of psychosocial interventions for internet gaming disorder among adolescents aged 13–17 years. Int. J. Ment. Health Addict. 18 , 932–948 (2020).

Shim, S., Yoon, B.-H., Shin, I.-S. & Bae, J.-M. Network meta-analysis: Application and practice using Stata. Epidemiol. Health 39 , e2017047 (2017).

Dias, S. et al. Evidence synthesis for decision making 4: Inconsistency in networks of evidence based on randomized controlled trials. Med. Decis. Mak. 33 , 641–656 (2013).

Cavicchioli, M., Movalli, M. & Maffei, C. The clinical efficacy of mindfulness-based treatments for alcohol and drugs use disorders: A meta-analytic review of randomized and nonrandomized controlled trials. Eur. Addict. Res. 24 , 137–162 (2018).

Maynard, B. R., Wilson, A. N., Labuzienski, E. & Whiting, S. W. Mindfulness-based approaches in the treatment of disordered gambling: A systematic review and meta-analysis. Res. Soc. Work. Pract. 28 , 348–362 (2018).

•Liu, L. et al. Altered intrinsic connectivity distribution in internet gaming disorder and its associations with psychotherapy treatment outcomes. Addict. Biol. 26 , e12917 (2021).

Bowditch, L., Chapman, J. & Naweed, A. Do coping strategies moderate the relationship between escapism and negative gaming outcomes in World of Warcraft (MMORPG) players? Comput. Hum. Behav. 86 , 69–76 (2018).

Bonnaire, C. & Phan, O. Relationships between parental attitudes, family functioning and Internet gaming disorder in adolescents attending school. Psychiatry Res. 255 , 104–110 (2017).

Schneider, L. A., King, D. L. & Delfabbro, P. H. Family factors in adolescent problematic Internet gaming: A systematic review. J. Behav. Addict. 6 , 321–333 (2017).

Shi, J., Renwick, R., Turner, N. E. & Kirsh, B. Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming. Comput. Hum. Behav. 97 , 291–303 (2019).

Siste, K. et al. Gaming disorder and parenting style: A case series. Addict. Disord. Their. Treat. 19 , 185–190 (2020).

King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M. & Griffiths, M. D. Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clin. Psychol. Rev. 33 , 331–342 (2013).

Yoon, S. et al. Reliability, and convergent and discriminant validity of gaming disorder scales: a meta-analysis. Front. Psychol. 12 , 5659 (2021).

Ho, R. C. et al. The association between internet addiction and psychiatric co-morbidity: A meta-analysis. BMC Psychiatry 14 , 1–10 (2014).

González-Bueso, V. et al. Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. Int. J. Environ. Health Res. 15 , 668 (2018).

Kim, S. M., Han, D. H., Lee, Y. S. & Renshaw, P. F. Combined cognitive behavioral therapy and bupropion for the treatment of problematic on-line game play in adolescents with major depressive disorder. Comput. Hum. Behav. 28 , 1954–1959 (2012).

Han, D. H. & Renshaw, P. F. Bupropion in the treatment of problematic online game play in patients with major depressive disorder. J. Psychopharmacol. 26 , 689–696 (2012).

•Kuriala, G. K. & Reyes, M. E. S. Efficacy of the acceptance and cognitive restructuring intervention program (ACRIP) on the internet gaming disorder symptoms of selected Asian adolescents. J. Technol. Behav. Sci. 5 , 238–244 (2020).

•Li, W. et al. Mindfulness-oriented recovery enhancement for internet gaming disorder in US adults: A stage I randomized controlled trial. Psychol. Addict. Behav. 31 , 393 (2017).

•Park, S. Y. et al. The effects of a virtual reality treatment program for online gaming addiction. Comput. Methods. Progr. Biomed. 129 , 99–108 (2016).

•Zheng, Y., He, J., Fan, L. & Qiu, Y. Reduction of symptom after a combined behavioral intervention for reward sensitivity and rash impulsiveness in internet gaming disorder: A comparative study. J. Psychiatr. Res. 153 , 159–166 (2022).

•Choi, O. Y. & Son, C. N. Effects of the self-control training program on relief of online game addiction level, aggression, and impulsivity of college students with online game addiction. Korean J. Clin. Psychol. 30 , 723–745 (2011).

•Torres-Rodriguez, A., Griffiths, M. D., Carbonell, X. & Oberst, U. Treatment efficacy of a specialized psychotherapy program for Internet Gaming Disorder. J. Behav. Addict. 7 , 939–952 (2018).

•Kang, H. Y. & Son, C. N. The effects of self-esteem enhancement cognitive behavioral therapy for adolescents’ internet addiction and game addiction. Korean J. Psychol. Health 15 , 143–159 (2010).

•Lee, H. C. & An, C. Y. A study on the development and effectiveness of cognitive-behavioral therapy for internet addiction. Korean J. Psychol. Health. 7 , 463–486 (2002).

•Lee, J. H. & Son, C. N. The effects of the group cognitive behavioral therapy on game addiction level, depression and self-control of the high school students with internet game addiction. Korean Soc. Stress. Med. 16 , 409–417 (2008).

•Deng, L.-Y. et al. Craving behavior intervention in ameliorating college students’ internet game disorder: A longitudinal study. Front. Psychol. 8 , 526 (2017).

•Zhang, J.-T. et al. Altered resting-state neural activity and changes following a craving behavioral intervention for Internet gaming disorder. Sci. Rep. 6 , 1–8 (2016a).

•Zhang, J.-T. et al. Effects of craving behavioral intervention on neural substrates of cue-induced craving in Internet gaming disorder. NeuroImage Clin. 12 , 591–599 (2016b).

•Ju, H. W., Hyun, M. H. & Park, J. S. Effects of the transtheoretical model-based intervention in game-addicted adolescents. Korean J. Youth. Stud. 18 , 227–246 (2011).

•Pyo, M. H. & Lee, Y. M. The effects of game control program on the mitigation of internet game addiction and self-efficacy. Kor. Elem. Cnslr. Edu. Assoc. 105–118 (2004).

Download references

This research was supported by the project investigating scientific evidence for registering gaming disorder on Korean Standard Classification of Disease and Cause of Death funded by the Ministry of Health and Welfare and Korea Creative Content Agency.

Author information

Authors and affiliations.

Department of Psychology, Chungnam National University, W12-1, Daejeon, 34134, South Korea

Jueun Kim, Sunmin Lee & Dojin Lee

Department of Health and Medical Informatics, College of Health Sciences, Kyungnam University, Changwon, South Korea

Sungryul Shim

Department of Counseling Psychology, University of Georgia, Athens, GA, USA

Daniel Balva

School of Psychology, Korea University, Seoul, South Korea

Kee-Hong Choi

Department of Psychology, Seoul National University, Seoul, South Korea

Jeanyung Chey & Woo-Young Ahn

Dr. Shin’s Neuropsychiatric Clinic, Seoul, South Korea

Suk-Ho Shin

You can also search for this author in PubMed   Google Scholar

Contributions

J.K., K.-H.C., J.C., S.-H.S., and W.-Y.A. contributed to the conception and design of the study. J.K. wrote the draft of the manuscript and D.B. reviewed and edited the draft. D.L., S.L., and S.S. extracted the data and performed the analyses.

Corresponding author

Correspondence to Jueun Kim .

Ethics declarations

Competing interests.

The authors declare no competing interests.

Additional information

Publisher's note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Supplementary Information

Supplementary information., rights and permissions.

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Cite this article.

Kim, J., Lee, S., Lee, D. et al. Psychological treatments for excessive gaming: a systematic review and meta-analysis. Sci Rep 12 , 20485 (2022). https://doi.org/10.1038/s41598-022-24523-9

Download citation

Received : 06 October 2022

Accepted : 16 November 2022

Published : 28 November 2022

DOI : https://doi.org/10.1038/s41598-022-24523-9

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

By submitting a comment you agree to abide by our Terms and Community Guidelines . If you find something abusive or that does not comply with our terms or guidelines please flag it as inappropriate.

Quick links

  • Explore articles by subject
  • Guide to authors
  • Editorial policies

Sign up for the Nature Briefing newsletter — what matters in science, free to your inbox daily.

short essay about online games addiction

U.S. flag

An official website of the United States government

The .gov means it’s official. Federal government websites often end in .gov or .mil. Before sharing sensitive information, make sure you’re on a federal government site.

The site is secure. The https:// ensures that you are connecting to the official website and that any information you provide is encrypted and transmitted securely.

  • Publications
  • Account settings

Preview improvements coming to the PMC website in October 2024. Learn More or Try it out now .

  • Advanced Search
  • Journal List
  • Psychol Res Behav Manag

Internet gaming addiction: current perspectives

Daria j kuss.

Psychology Research and Behavior Management, Birmingham City University, Birmingham, UK

In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.

Introduction: the mass appeal of Internet gaming

Internet gaming is a booming market. In 2012, more than one billion individuals played computer games, which fuelled the 8% growth of the computer gaming industry in the same year. 1 A recent report by the market research company Niko Partners has estimated the People’s Republic of China’s online gaming market at $12 billion in 2013. 2 Massively Multiplayer Online games (MMOs) offer the possibility to play together with many other players and can be differentiated based on game content and player experience. A latent profile analysis of survey data from 4,374 Hungarian online gamers (91% male, mean age 21±6 years) indicated that the most prominent MMOs were role-playing games, first-person shooters, real-time strategy, and other games. 3 First-person MMO shooter games are based on skill because they require good reaction time and attention, and competition is a key aspect of these games. In real-time MMO strategy games, players organize teams, develop their skills, and play for status in the game. 4

Massively Multiplayer Online Role-Playing Games (MMORPGs), on the other hand, appear of particular interest to players because they offer a variety of incentives for play relative to other game genres. Of all online gamers, 46% play MMORPGs, 3 confirming their position as the most popular online games. MMORPGs are game universes inhabited by thousands of players at the same time (massively multiplayer) with no spatial or temporal boundaries because they are played online, and they allow players to adopt various virtual personas vis-à-vis their avatars (role playing). 5 Today’s most popular MMORPG is “World of Warcraft”, the latest game in Blizzard’s Warcraft series, situated in the fantasy world of Azeroth that is populated by members of the opposing factions of the Alliance and the Horde. 6 According to a recent report published by the Entertainment Software Association, 7 World of Warcraft’s extension “Cataclysm” was among the top five selling computer games in 2011. In 2013, eight million players immersed themselves in the world of Azeroth, 8 clearly demonstrating the game’s mass appeal. The game tailors to most age groups, both sexes, and various player interests and preferences, 6 making it an MMORPG success story par excellence.

Online games such as World of Warcraft satisfy various gaming motivations. The analysis by Yee 9 of 3,000 MMORPG players’ gaming motivations revealed that MMORPGs allow players to achieve game goals, be social, and immerse in the game. Each of these factors is composed of a number of subcomponents as particularized by the gamers. First, achievement includes advancing in the game, namely progressing via leveling up, acquiring status and power in the game, the game’s mechanics, including the possibilities for optimizing game play, and competition, including challenging and dominating others. 9 Reputation and admiration from the gaming community for gaming achievements are further key factors motivating players to keep playing. 6 The game mechanics or structural characteristics have been claimed to reinforce the potentially addictive qualities of games because they contribute to initiation, development, and maintenance of gaming. 10

Second, the social factor is composed of socializing, including chatting and making new friends in the game, forming new relationships, and working in a team. 9 Research 11 suggests that the social element in MMORPGs is particularly important for gamers because it is an integral component of the enjoyment of playing. Moreover, it denotes a complex interaction between real and virtual social networks, further blurring the boundaries between these networks, making MMORPGs inherently social spaces. 12

Third, immersion in the game is denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s avatar, customization of one’s online character (such as sex, race, profession, appearance), and escapism, ie, playing in order to avoid real life. 9 Escapism is an aspect of mood modification whereby individuals suffering from addictions induce a subjective shift in their mood by way of engaging in an addictive behavior, making the latter a coping strategy to deal with everyday problems. 13

The variety of gaming motivations satisfied by MMOR-PGs indicates that these types of games are particularly versatile because they can be tailored to individual players with different game preferences. Consequently, one could assume that there are many ways that might lead some individuals to get hooked on MMORPGs. In a sample of 696 MMORPG players (93% male, mean age 26±7.4 years), achievement, socializing, and escapism motivations were found to be predictive of addictive play, together with sex accounting for 19% of variance in the MMORPG addiction score. 14 Similarly, in a sample of 175 primarily Dutch MMORPG players (87% male, mean age 21±6.5 years), escapism and game mechanics predicted excessive gaming over and above the contribution of the time spent gaming, together explaining 46% of the variance in problematic gaming. 5 In a nutshell, the mass appeal of MMORPGs rests on their versatility because they are tailored to gamers young and old, male and female, who have different game preferences. MMORPGs are particularly good at meeting various players’ different needs. This mass appeal may have contributed to findings from research which indicate that online games, and specifically MMORPGs, are more addictive than any other types of both offline and online games 15 because they reward players on partial reinforcement schedules, leading to maintenance of play. 16

Internet gaming addiction

In recent years, research about Internet gaming addiction has increased both in quantity as well as in quality. Research on gaming addiction dates back to 1983, when the first report emerged suggesting that video gaming addiction is a problem for students. 17 Shortly thereafter, the first empirical study on gaming addiction was published by Shotton, 18 based on self-reports of young male players who claimed they were “hooked” on their games. The early studies suffered from a lack of standardized psychometric instruments used for assessing gaming addiction. 19 However, research 20 indicates that self-reports correlate with standardized measures. Following on from that, further studies were carried out in the 1990s, initially assessing gaming addiction based on the criteria for pathologic gambling as stipulated in the third and fourth editions of the Diagnostic and Statistical Manual for Mental Disorders (DSM). 21 Although similar, pathological gambling and excessive gaming do not present with the same clinical picture, and some have argued that using the diagnostic criteria for pathological gambling in order to diagnose pathological gaming only taps into obsessive use and preoccupation rather than actual psychopathology. 22 In the 2000s, online games became popular, while studies of Internet gaming addiction emerged. 23 , 24

The studies on Internet gaming addiction in the new millennium reported prevalence estimates which vary significantly and range from 0.2% in Germany 25 , 26 to 50% of Korean teenagers. 27 This discrepancy in estimates is due to various conceptualizations, diverse measurement instruments, as well as the different cutoff points used. Further, dissimilar constructs (“Internet gaming addiction”, “dependence”, “problematic”, and “excessive play”) are measured in various samples (children, adolescents, gamers) and cultures. In most studies, self-reports have been used, which puts the reliability and validity of the potential diagnosis in question. 28 However, research 20 indicates that self-diagnosis correlates with standardized measures of addiction, suggesting that the individual’s perception of problems can be relatively accurate.

In South-East Asian countries, the negative impacts of Internet gaming addiction have led governments and health care providers to take the problem seriously and to develop a series of initiatives to curb and alleviate the problem. In South Korea, Internet gaming addiction is viewed as a significant concern for public health, 29 and up to 24% of children who have been diagnosed with Internet addiction are hospitalized. 30 In Japan, the government has recognized the problem following a study by the Ministry of Education, which has led to the development of “fasting camps” where individuals suffering from Internet and gaming addiction are helped by being cut off from technology completely. 31 It has been stated that the higher the Internet penetration and social acceptance of gaming, the higher the prevalence of gaming problems, 32 partially explaining the higher prevalence rates reported in South-East Asian countries. In addition to this, there is good reason to think that the lower acceptance of excessive gaming in a culture, the more distress (not less) gamers experience in engaging in the activity, potentially fuelling problem perception. Therefore, a lack of acceptance of excessive gaming and thus stigmatization of the behavior might contribute to higher rates of addiction and problematic play in some way. Following growing concern, specialized treatment centers and programs have been established in Europe (including the outpatient clinic for behavioral addictions in Mainz, Germany, and the Capio Nightingale Hospital in London, UK) and the US (including the inpatient centers RESTART Internet Addiction Recovery Program in Seattle and the recently opened digital detoxification and recovery center in Pennsylvania), reflecting the growing need for professional help.

The concerns appear to be grounded as a growing number of studies indicate that Internet gaming addiction is associated with various negative consequences. 15 The psychological consequences include the following: sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and relationships, 33 – 40 obsession with gaming and a lack of real-life relationships, 41 lack of attention, 33 , 42 aggression and hostility, 42 , 43 stress, 33 dysfunctional coping, 33 , 44 , 45 worse academic achievement, 38 , 46 problems with verbal memory, 47 and low well-being and high loneliness. 48 Moreover, psychosomatic consequences have been found in a number of studies. These included problems with sleeping, 41 , 47 seizures, 49 and psychosomatic challenges. 33 This long list indicates that Internet gaming problems must be taken seriously as they can affect the individual negatively in a variety of ways.

Internet gaming addiction is a behavioral problem that has been classified and explained in numerous ways. According to Griffiths, 13 biopsychosocial processes lead to the development of addictions, such as Internet gaming addiction, which include the following components. First, the behavior is salient (the individual is preoccupied with gaming). Second, the individual uses the behavior in order to modify their mood (ie, gaming is used to escape reality or create the feeling of euphoria). Third, tolerance develops (the individual needs increasingly more time to feel the same effect). Fourth, withdrawal symptoms occur upon discontinuation of the behavior (the individual feels anxious, depressed, and irritable if they are prevented from playing). Fifth, interpersonal and intra-personal conflict develops as a consequence of the behavior (the individual has problems with their relationship, job, and hobbies, and lack of success in abstinence). Finally, upon discontinuation of the behavior, the individual experiences relapse (they reinitiate gaming). 13

Although the core criteria appear to be established, the etiology of Internet gaming addiction has yet to be studied in detail. Research 15 indicates that a number of risk factors are associated with Internet gaming addiction. These risk factors include certain personality traits, gaming motivations, and structural game characteristics. The personality traits most commonly associated with Internet addiction include neuroticism, 37 , 50 aggression and hostility, 43 , 50 – 52 and sensation-seeking. 43 , 50 Factors that appear to protect frequent online gamers from developing problems with their gaming were found to be conscientiousness and extraversion, 53 suggesting that for different individuals the same behavior can have different psychological repercussions.

In addition to this, the following gaming motivations were found to be most commonly associated with gaming addiction: coping with daily stressors and escapism, 5 , 16 , 44 , 54 – 57 online relationships, 16 , 51 , 57 – 59 and mastery, control, recognition, completion, excitement, and challenge. 34 , 56 , 60 This indicates that the reasons for game play may be an important indicator of potential risk for Internet gaming addiction. Specifically, in comparison with non-MMORPG players, MMORPG players preferred their online friends over their real-life friends. 16 Similarly, significantly more dependent gamers were found to prefer spending time with their online friends than their offline friends relative to nondependent gamers and felt their social needs were met better online than offline. 44 Moreover, while online games provide nonaddicted players with satisfaction, addicted players play to avoid dissatisfaction, 55 which can be an indication of withdrawal symptoms they want to overcome by engaging in gaming compulsively. The motivational differences to play games between dependent and nondependent as well as MMORPG and other gamers appear to be useful clinical information because these motivations can be specifically targeted in treatment sessions. For instance, elements of exposure therapy may be used for the socially fearful in order to decrease discomfort and reintroduce clients to real-life social environments. Also, alternative pastime activities that are perceived as satisfying can be encouraged specifically in group therapy sessions. Encouraging engagement in group sports might satisfy both the need to engage in competitive and satisfying activities and the need to interact with peers in real life.

Moreover, a number of structural game characteristics have been found to increase the risk for developing Internet gaming addiction, namely online relative to offline gaming, 61 positive reinforcement, 62 the enjoyment of particular game features, such as adult content, finding rare in-game items, and watching game cut scenes, 63 and viewing one’s virtual persona as better than oneself. 64 These characteristics indicate that particular games can be more addictive than others, 15 which appears important for game developers and public prevention campaigns that focus on decreasing risk and raising awareness of potential problems. Prevention campaigns could target school-aged children, teachers, and parents in education settings. They could be based on the principles of providing information and a discussion platform concerning Internet and gaming use and possible negative consequences via psychoeducation, with the ultimate goal of encouraging healthy media use. Success could be determined over the long term using triangulation of data and reports obtained from the targeted populations.

Most reviews to date have primarily focused on specific aspects of Internet gaming addiction, including methods used to assess gaming addiction, 65 , 66 structural characteristics, 60 and treatment. 67 – 69 In light of this, the aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online gaming, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. 70 It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. An evaluation of the findings will be presented in the overall discussion.

Gaming addiction: context

Research on gaming addiction has paid little attention to the context of online gaming. However, a few studies have now shed some light on the embedding of Internet gaming addiction in the context of the individual, 71 the game and gaming environment, 6 , 72 and the broader framework of culture. 73 Each of these will be addressed in turn.

Griffiths 71 provided case study evidence of two young men who spent an average of 14 hours a day playing MMORPGs in order to emphasize that the context of the individual’s life is an important factor demarcating gaming excess from gaming addiction. Aged 21 years, unemployed and single, “Dave” reported that gaming had a positive influence on his life because his social life revolved almost exclusively around the game, and playing boosted his self-esteem and gave structure to his everyday life. Dave did not perceive that his excessive gaming impacted upon his life negatively at all. For Dave, his extensive gaming did not lead to significant distress or have a negative impact in his daily life, and therefore his behavior cannot be classified as a condition that would fulfill the requirements of a mental disorder classification as outlined in the DSM-5. 74 Upon starting a new job and entering into a relationship with a woman he met in-game, his excessive gaming decreased significantly.

The second case reported was that of “Jeremy”, a 38-year old financial accountant who was married with two children and experienced detrimental consequences due to his “severe gaming addiction”, namely a relationship breakdown, lack of time for family activities, and loss of his job. Moreover, his playing time, craving for the game, and feelings of low mood and anxiety had increased dramatically. He used gaming to escape from his real-life problems and tried to quit on several occasions, but was unsuccessful in staying abstinent. This led to a number of relapse episodes. 71 The examples of Dave and Jeremy make a compelling case for how the same behavior (namely regular online gaming for excessive periods of time) can have almost diametrically opposed consequences due to different individual contexts, with one experiencing gaming as pleasurable and ultimately beneficial, whereas the other’s entire life was negatively affected by his excessive gaming.

In addition to the individual context, the context of the game appears important in determining the extent to which excessive gaming can truly be an addiction. 6 , 72 Karlsen 72 conducted 12 interviews with online gamers (75% male, mean age 23±2.4 years) who play World of Warcraft and used virtual ethnography 75 in order to assess the consequences of their excessive gaming. The results indicated that some of the players experienced behavioral addiction symptoms as specified by Griffiths, 13 namely salience, mood modification, tolerance, withdrawal, conflict, and relapse, with the latter two demarcating excessive from potentially addictive play. However, rather than advocating current diagnostic frameworks for “pathologizing” gaming, Karlsen 72 advocates to view gaming excess from the vantage point of game structure and gaming context, including the social practice and cultural meaning of games as well as the individual’s connection to the game from the perspective of game and media studies. This understanding entails a move away from the overly simplistic approach of focusing on the psychological rewards that reinforce gaming to include an indepth exploration of gaming motivations, gaming structure and mechanics, as well as the meaning of gaming for the individual. 72

Kuss 6 analyzed online gaming and potential gaming excess by interviewing eleven World of Warcraft players (72% male, mean age 27±7.3 years) and used virtual ethnography 75 as well as ludology principles 76 to understand how playing this particular game mirrors participation in popular media culture. In this context, media culture is understood as a flexible and evolving area of engagement that requires active participation. Potential gaming addiction was found to be associated with escapist motivations and in this context gaming was understood as fulfilling a “narcotic” function. The game context gained particular significance in one participant’s life because of two features of the game. First, he was able to enact heroic tales through his avatar and faction membership. As a member of the Horde, he fought the opposing faction, the Alliance, and was involved in killing their king, an episode “he would not forget until the end of his life”. Second, he was enabled to return to a familiar cultural context by means of his guild which consisted of fellow countrymen, after he had physically migrated to a foreign country. In this way, the provisions of the game (namely participation in the game’s narrative, 77 community, and belonging) 78 were utilized to a problematic extent, leaving the participant feeling “addicted to wow [World of Warcraft]”. Eventually, the analysis revealed that the meaning that is attached to the game can lead to excessive play which may cause a retreat from real life. 6

Snodgrass et al 73 surveyed 252 respondents (78% male, mean age 27±9.0 years) using Yee’s 9 motivational factors achievement, social and immersion to assess problematic MMORPG play in World of Warcraft from the perspective of culture under the supposition that gaming allows for formation of communities and cultures. 12 , 79 , 80 The cultural context situates the individual and his potentially addictive game play (assessed using Young’s Internet Addiction Test) 81 within the framework of commonly shared beliefs and practices. 82 Snodgrass et al 73 used an anthropological approach focusing on meaning, practice, and experience, mirrored in their understanding of gaming motivations and problematic play. They found that achievement motivation may lead to problematic play if players are less successful in real life (ie, less “culturally consonant”) and use game success to compensate, 73 causing stress and negative health outcomes. 83 In terms of social motivation, the extent to which online relationships gain significance over offline relationships was analyzed 73 because research indicates that lack of cultural consonance regarding social networks impacts negatively upon health. 84 Regarding immersion, the amalgamation of online and offline life and identities was assessed, 73 because association of the self with the game and the avatar could lead to dissociation. 85 , 86 The results indicated that game play in World of Warcraft mirrors cultural models of success regarding objectives and responsibilities, indicating that the game world can in some ways substitute the real world. Moreover, the culturally sensitive motivations achievement, social and immersion significantly predicted problematic MMORPG play if they were incongruent with real life, that is, if the game was used to compensate for lack of success and relationships in real life, and to dissociate from real life. 73

Taken together, the individual, game, and cultural contexts appear to have a significant impact upon the extent to which problems occur as a consequence of excessive gaming in terms of how Internet gaming addiction is conceptualized. In this way, the cultural context can be seen as a lens through which individuals and others around them perceive and give meanings to behaviors and their consequences. It is critical to understand gaming problems not only by means of the observable symptoms, but to situate them within the broader context of the game, the individual, and culture.

Gaming addiction: neuroscience

In the last decade, psychiatry has increasingly made use of neuroscientific evidence to understand and conceptualize mental disorders. 87 The major funding body for mental health research, the National Institute of Mental Health, has recently introduced research domain criteria to reclassify mental disorders as based on neuroscience and shared underlying pathophysiology rather than the more subjective approach of phenomenology and clinical presentation that has been utilized previously. 88 The ultimate aim is to improve the reliability and validity of clinical diagnosis and accordingly to deliver optimal treatment. 89 In accordance with this approach, research on Internet gaming addiction is now increasingly making use of neuroimaging techniques to allow for analysis of neurobiological changes due to excessive gaming and neurochemical correlates of addiction. 90

Some studies have shown that changes in brain activity and structure related to addiction are relevant for brain regions involved in reward, motivation, and memory, as well as cognitive control. 91 It has been hypothesized that initially the prefrontal cortex and ventral striatum are involved in the decision to initiate the addictive behavior. Over time, the individual habituates to the behavior and develops a compulsion to engage in it, which is accompanied by alterations of activity in the dorsal striatum as it becomes activated through dopaminergic innervation. There is some evidence for the idea that dopamine is released. 92 The longer the engagement continues, the more permanent the changes in the dopaminergic pathways become. It has been suggested that activity in the anterior cingulate, orbitofrontal cortex, and nucleus accumbens is modified in such a way that natural rewards are experienced as less pleasurable, further reducing control over the behavior. 93 , 94 Research suggests that over time, synaptic activity is reduced, leading to long-term depression and neuroadaptation, 95 as well as behavioral sensitization. The synapses in the ventral tegmental area become stronger, glutamate in the nucleus accumbens is reduced, and activity in the amygdala and hippocampus (related to memory) is increased, which can in turn result in craving 91 , 96 and increased response to the availability and particular context of the addictive behavior. 93 , 97 Some studies have shown that the addictive behavior becomes associated with these cues through activity in the nucleus accumbens, which reinforces the effects of the behavior. 98 With time, tolerance to the addictive behavior develops and natural rewards are depreciated, resulting in a reward system deficiency and activation of the antireward system. 99 The consequent lack of dopamine in mesocortical brain regions can lead to withdrawal symptoms, and in order to overcome these, renewed engagement in the addictive behavior ensues, and may ultimately impact upon the functions of the orbitofrontal cortex and cingulate gyrus. 91 , 100 , 101

Over the last decade, a number of neuroimaging techniques have been applied to Internet gaming research, allowing for an analysis of addiction correlates regarding both brain function as well as brain structure. Electroencephalograms measure brain activity via changes in voltage in the cerebral cortex via electrodes, 102 and were used in six studies of Internet and gaming addiction. 103 – 108 Positron emission tomography measures neuronal metabolism through photons from positron emissions via positively charged electrons. 109 Two studies 110 , 111 made use of positron emission tomography to measure Internet and gaming addiction. Like positron emission tomography, single photon emission computed tomography measures metabolic activity in the brain at the level of individual photons, 112 and was applied in one study of Internet addiction. 113 Eight studies 114 – 121 used functional magnetic resonance imaging to measure changes in blood oxygen levels in order to indicate brain activity in individuals with Internet and gaming addiction. 122 Finally, structural magnetic resonance imaging uses methods such as voxel-based morphometry 123 and diffusion-tensor imaging 124 to image brain morphometry, 125 and was used in two studies 126 , 127 in order to assess Internet addiction.

A systematic review of all Internet and gaming addiction studies using neuroimaging methods until 2012 90 revealed that Internet gaming addiction appears similar to other addictions, including substance-related addictions, at the molecular, neurocircuitry, and behavioral levels. From a molecular perspective, gaming results in the release of striatal dopamine. 111 On the other hand, it has been suggested that, in small samples, Internet and gaming addiction is associated with a reward deficiency whereby dopaminergic transporters in the brain are reduced. 110 , 113 In order to reinstate a biochemical equilibrium, 99 individuals whose reward system is deficient seek substances and activities which result in the release of dopamine. Under normal circumstances, pleasure drives (including eating and reproduction) are natural rewards that are craved, whereas unnatural rewards include psychoactive substances and addictive behaviors. 128 Over time, the individual habituates to the hedonic feelings produced by Internet gaming and develops abstinence symptoms, tolerance, and withdrawal. 129 Internet gaming addiction is initiated and maintained. 90 The decreased dopaminergic transporters in Internet gaming addiction may explain its frequent co-occurrence with depression, 130 bipolar disorder, 131 and borderline personality disorder and dissociative symptoms. 132

With regards to neural circuitry, when gaming, brain areas associated with addictions are frequently utilized and therefore the activity in regions such as the orbitofrontal cortex and cingulate gyrus is high, which over time can lead to significant alterations in neuronal connectivity 114 , 116 , 118 , 119 and brain structure. 115 , 126 , 127 Internet gaming becomes increasingly salient and individuals lose control over their gaming. 90 The individual is immanently motivated to play online games as they have learned the behavior, eventuating in continuous engagement. 133

In terms of behavior, excessive Internet gaming can result in problems with impulse control, behavioral inhibition, executive functioning, attention, and general cognitive functioning. 103 , 104 , 107 , 115 , 126 , 127 However, there are plus sides as well, in that the frequent gamer develops and improves a number of other capabilities, namely the integration of perceptual information into the brain and hand-eye coordination. 118 , 120

Taken together, research on Internet gaming addiction has made use of various neuroimaging techniques in order to shed light upon the neurochemical and neuroanatomic correlates of addiction. Although in most studies the direction of the relationship has not been investigated (ie, it is unclear whether Internet gaming addiction causes changes in brain structure and activity or vice versa), the current evidence suggests a relationship between brain alterations and Internet gaming addiction. Neuroimaging studies of Internet gaming addiction contribute to the current understanding of addiction as based on a disease framework. 128 , 134 This indicates that, similar to cardiovascular diseases, lifestyle (ie, excessive gaming) can result in changes to underlying neurobiology. Moreover, the utilization of sophisticated imaging methods in Internet gaming addiction research is in line with research domain criteria, 88 which makes a significant contribution to our understanding of Internet gaming addiction as a chronic neurobiological disease requiring professional care and adequate treatment. 135

Gaming addiction: clinical diagnosis

Following nearly two decades of research, the American Psychiatric Association has now officially recognized Internet Gaming Disorder as a condition that requires consideration by clinicians and researchers. In June 2013, Internet gaming disorder appeared in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) for the first time. 70 It stands alongside the only other behavioral addiction, ie, pathological gambling, situating it clearly within the diagnostic category of Substance-Related and Addictive Disorders. Internet gaming disorder has pulled ahead of other behaviors that can become addictive, such as exercise, 136 , 137 work, 138 and shopping. 139

Up until now, researchers have understood Internet addiction or Internet gaming addiction as similar to either impulse control disorders in general or pathological gambling specifically, 140 – 142 substance dependence, 33 , 38 or a combination of the two. 143 , 144 This has led to the development of multiple psychometric instruments, each measuring different aspects associated with Internet gaming problems and addiction. 144 – 153 The multiplicity of conceptualizations used for Internet gaming addiction have led to a diagnostic conundrum leading some researchers to question its existence, 29 and have called for commonly agreed upon criteria which increase reliability across studies and advocate adequate and efficacious treatment. 15

Under the new DSM-5 framework, Internet gaming disorder refers to the “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by five (or more) [criteria] in a 12-month period”. 70 The diagnostic criteria are a preoccupation with gaming, withdrawal symptoms, tolerance (ie, spending more time gaming), lack of control, loss of other interests, use despite negative consequences, deception, mood modification, and losing a relationship, job, and similarly important aspects of life. 70 From a public health perspective, an official diagnosis of Internet gaming addiction is necessary for a number of reasons. First, it will encourage individuals who suffer from associated symptoms to ask for professional help, decreasing morbidity rates, hospitalizations, and potential legal and medical problems. 30 Second, the diagnosis may decrease barriers to care and stigmata with regards to public perception of problematic Internet and gaming use. Third, the diagnosis will support research efforts. 134 Fourth, a diagnostic category will provide the necessary incentive for health care and insurance providers to develop, test, and finance adequate treatment. Ultimately, individuals who require professional care because of substantial distress, suffering, and individual impairment must be helped in an appropriate way. 74 Accordingly, an official diagnosis of Internet gaming addiction is critical for a number of reasons, further emphasizing the need to fully acknowledge and utilize it.

The aim of this review was to provide an insight into current perspectives on Internet gaming addiction using a holistic approach encompassing gaming appeal, context, neuroimaging research, and the diagnostic framework adopted for Internet gaming addiction. It has been shown that Internet gaming has gained increasing popularity since the new millennium, and has led to a substantial growth of the gaming industry and the player fan base. MMORPGs have further been highlighted as offering a wide variety of incentives for players to initiate and maintain playing because they satisfy a variety of needs and tailor to various gaming motives relative to alternative online game genres. Some of these motives, especially escapism, the game’s mechanics, achievement and socializing have been found to be indicative of gaming addiction, 5 suggesting that MMORPGs are more addictive than other offline and online games. 15

This review further shows that until now few studies have investigated the gaming context. Therefore, the context of the individual, the game and gaming environment, and the broader framework of culture are specifically addressed. It has been shown that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction. 71 Moreover, it has been emphasized that gaming cannot simply be medicalized if done in excess, but it must be understood from within the context of gaming and the meanings the individual attaches to it. 72 The game context can gain particular importance for players, depending on their life situation and gaming preferences, including the enactment of heroic tales as well as the re-embedding in a (virtual) cultural context that differs from the players’ real-life context. Ultimately, this may lead to a retreat from real life for some individuals. 6 In addition to this, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. If gaming is used to compensate for lack of success and relationships in real life and to dissociate from real life, Internet gaming addiction can be the consequence. 73 In this context, the “disease” model of addiction can be viewed from the perspective of diseases other than those based on Mendelian genetic mutations or other simple biologically determined pathways. Cardiovascular diseases or adult onset diabetes appear as better models/prototypes for Internet gaming addiction, because these are medical conditions where lifestyles and experiences systematically reshape the body and thus “get under the skin”. That is, the cultural context can become the disease (here addiction) through repeated experiences. Alternatively, cultural norms related to how acceptable game-play is might structure the appeal of the game, which in turn promotes addictive play patterns, which would not be the case in places without such norms.

The cited neuroimaging studies of Internet gaming addiction and associated changes in brain structure and function furthermore correspond with the research domain criteria developed by the National Institute of Mental Health 88 because they emphasize a move away from phenomenology to focus on pathophysiology for clinical diagnosis. Internet gaming addiction was found to share similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. These similarities include altered dopaminergic and neuronal activity and brain morphometry, as well as deficient impulse control, behavioral inhibition, and general cognitive functioning. However, there are no known biomarkers of Internet addiction at this point in time. Indeed, there are no known biomarkers of any mental disorder. Ever since Kraepelin, 154 and thus for a century, psychiatrists have been searching to understand mental disorders as underlying physiological diseases, providing an additional incentive to continue research on the neurobiological underpinnings of mental health problems, including Internet gaming addiction.

The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. 128 , 134 The dependence classification adopted in previous classification systems 74 , 155 is stigmatizing to patients who require medication because dependence refers to a normal physiological response to the use of a substance (including medication) which, when discontinued, can lead to withdrawal symptoms. 74 The term addiction, on the other hand, denotes a chronic neurobiological disease, 135 which is less stigmatizing because it does not suggest that patients who require medication become “addicted” to their required psychopharmacological treatment. 156 Addiction, unlike dependence, leads to compulsively pursuing rewarding behaviors irrespective of associated biological, psychological, and social problems. 135 Ultimately, the current research base on Internet gaming addiction has led the American Psychiatric Association 70 to include Internet gaming disorder in the appendix of the DSM-5 as the second behavioral addiction alongside pathological gambling, suggesting that the problem is taken seriously. The benefits of such a diagnosis include comparability across research, destigmatization of individuals, development of efficacious treatment, and creation of an incentive for public health care and insurance providers. Once the behavioral problem has an official code, it is worthy of being taken seriously and treated adequately.

However, research concerning the natural course of Internet gaming addiction, the most appropriate interventions, and large-scale epidemiology is scarce, 157 suggesting that more work needs to be done to understand this behavioral problem more fully. King and Delfabbro 158 further question the blurring of the boundaries between Internet addiction and video gaming addiction, as this may “promote further confusion”. Instead, they advocate a conceptualization of Internet addiction which incorporates various subtypes of online behavior, and establishing a diagnostic category of “video gaming disorder” which applies to both online and offline gaming addiction. Ultimately, however, King and Delfabbro 158 concede that the research diagnosis has sparked discussion regarding the nature of behavioral addictions, which testifies to a move away from acknowledging substances only as potentially addictive, and to broaden our understanding of addiction in general.

Moreover, there appear to be problems with regards to the criteria for Internet gaming disorder adopted by the DSM-5 taskforce. Starcevic 29 points out that there exists a debate of whether tolerance is a valid criterion as researchers have validated scales on problematic video game use 159 and compulsive Internet use 160 that do not contain tolerance as a symptom, and some question whether tolerance is a factor involved in gaming. 44 This exemplifies the intricacy of measuring Internet gaming addiction, particularly in light of the reliability of studies as well as the equivalence of findings across studies. Based on these issues, Starcevic 29 recommends the following research approaches: understand when online gaming can be considered a mental disorder; study risk factors and comorbidities, and its position as primary or secondary condition; test a continuum of video gaming problems and video gaming disorder; and revisit its classification as “addiction” rather than an impulse control disorder. 161 Moreover, Pies 134 specifies further that only if the following criteria are satisfied, the condition would qualify to be understood as disease: identify a pattern of genetic transmission; understand its etiology, pathophysiology and/or pathological anatomy; and its course, prognosis, stability, and response to treatment. The current review indicates that research on Internet gaming addiction is on its way to fulfilling these requirements. In terms of understanding the context of Internet gaming addiction, more research is necessary.

Limitations, implications, and suggestions for future research

This review has shown that research on Internet gaming addiction has increased in quality and quantity, particularly over the last decade. Future research is required to overcome the limitations of current research, including closer scrutiny of gaming context (including the individual, game, and culture) and the direction of the relationship between Internet gaming addiction, as well as neuroanatomical and neurochemical changes. Specifically, the following research question requires further exploration: How do individual, game-related, and cultural factors contribute to the etiology, phenomenological experience, and treatment approaches of Internet gaming addiction? Furthermore, the causality of the relationship between neurobiological alterations and neurostructural abnormalities and Internet gaming addiction symptoms should be explored. The further exploration of these issues will enhance our understanding of this potential mental health concern. Moreover, a solid and unequivocal research base will enable the American Psychiatric Association and the World Health Organization to include Internet gaming addiction as an actual diagnosis in their diagnostic systems, which will in turn facilitate future research endeavors as well as clinical parlance.

The context appears crucial to the meaning of the game for the player, and is influenced by individual characteristics, the gaming culture, and the broader society that gamers are situated in. Ultimately, this will allow for developing treatment approaches which can be tailored to different individuals and meet idiosyncratic needs most effectively. The reviewed literature can inform procedures for improving the current treatment of Internet gaming addiction because it puts an emphasis on exploring the life and cultural context of the individual. In terms of neuroimaging studies, the reviewed empirical research has revealed associations between excessive online gaming and alterations in brain structure and function associated with substance addictions. However, understanding the direction of this relationship is crucial because it will provide invaluable insights into the etiology of Internet gaming addiction as well as its status as a primary or secondary disorder. In terms of treatment, establishing the treatment seeker’s most pressing present problem will allow an efficient and efficacious treatment plan to be developed and structuring of treatment sessions. Overall, this literature review suggests that targeting pathogenic neurobiological mechanisms and associated neurological and neurochemical alterations only does not suffice when the clinician’s goal is to alleviate the individual’s idiosyncratic problems. It indicates that Internet gaming addiction must be viewed from a holistic perspective, integrating the neurobiological, individual, game-related, and cultural factors contributing to pathogenesis and symptom experience.

The present review of current perspectives on Internet gaming addiction has shown that research has progressed significantly over the last decade, leading to a larger evidence base which includes important findings from neuroimaging research. Further, it indicates that contextual factors play an important part in our understanding of Internet gaming addiction as a holistic phenomenon. It is suggested that an official diagnosis of Internet gaming addiction must regard embedding of the problematic behavior within the context of the individual, the game, and gaming practices, as well as the broader sociocultural environment as the meaning of the gaming behavior derives from its context. The holistic approach adopted here not only highlights empirical research that confirms neurobiological correlates of Internet gaming addiction and establishment of a preliminary diagnosis, but also emphasizes the need for an indepth understanding of meaning, context, and practices associated with gaming. Ultimately, a holistic understanding will benefit individuals who seek professional help for problematic online gaming as treatment approaches become more targeted and consequently more efficacious.

The author reports no conflicts of interest in this work.

Online Video Games Addiction Essay

  • To find inspiration for your paper and overcome writer’s block
  • As a source of information (ensure proper referencing)
  • As a template for you assignment

Online video games have already become an essential component of popular culture. A variety of technological products is actively used to train pilots and other safety occupations for better professional skills. Until recently, there was no specific knowledge or empirical evidence with regard to the effect video games may produce on users’ skills. It appears, however, that video games can become a relevant source of better practical knowledge and abilities which young users are to use in the practice. Unfortunately, there is no sufficient information that could unilaterally confirm the positive nature of video games when used by users in practical performance, but the results of recent researches suggest that video games provide unlimited opportunities for the development of better practical skills and avoiding major mistakes (Soukup 43). Video games are often linked to problems including bad grades and violent behavior of people. The idea has been accentuated in the ScienCentral News video reports. The study suggests that might make users do a better job. Confidentiality relates to information sought, obtained, or held by an organization, the disclosure of which might be detrimental to that organization or to the third party that supplied it. In many cases, it is difficult to control e-mail communication between employees and protect information security (Aarseth, 99). The paper will try to answer and research the question “Why people are addicted to online video games? How does it affect their life?”

Online video games create a new reality and can be interested as a “second life” of the user. Bad communications lead to conflict. In this situation, employees cannot find a unified and single solution for the project or program competing with one another during meetings and negotiations. Also, e-mail is not an ideal form to solve current business problems, because it takes time to type an e-mail instead of “simply calling someone if the message is short” (Hartt n.d.). In some cases, employees must accept e-mails inflexibilities, and learn how to interpret the information provided to them and how to make correct deci­sions based on written short messages. On the other hand, electronic mail systems store and then deliver to electronic ‘mail boxes’ which enable the recipient to retrieve the message when convenient.. The main problems that affected e-mail communication include lack of mutual understanding, lack of openness in relations, and damaged relations, chaos situations (Bates, 45). Critics admit that:

Despite this growing concern, children still seem to be spending time playing video games. A recent report released by the Kaiser Family Foundation (1999) reveals that a majority of 2- to 18-year-old children in this country have access to video game technology in their homes. (Smith 54).

As such, whatever is happening in the society in According the theory of the social construction of reality, each person is undeniably a perception and interaction with others. As such, this proves that culture is a vital component that affects the formation of one’s identity. In line with this, the concept of cultural identity was formed. Cultural Identity is often described as an individual’s feeling or perception of his or her belongingness to a certain cultural group. It is also described as the extent to which this feeling affects him or her and influences him/her to act in accordance with the actions, beliefs, traditions, and behavior imposed by the cultural group. A cultural group, on the other hand, refers to a set of individuals, which may be or maybe not be bounded by time and place. However, it is given that members of a cultural group carry the same set of symbolic meanings used in the interpretation of actions and communication. Normally, cultural groups exist in a common cultural space and time also (Berger, 98).

Through the sense of belongingness to a certain online video game, one tries to modify his/her behavior and practices in such a way that they are in accordance with the norms that are accepted by the online video game, to which the individual belongs. Thus, the end product will be that of identity. However, if an individual identifies himself/herself as a member of online video games that have cultural practices that oppose each other, he or she will be exposed to the question of which tradition to follow. Thus, his or her online video game identity will be compromised. In this case, the sense of free will, motivated by which cultural group he/she thinks he/she can more identify with, acts. In the analysis of the cultural identity of the interviewee, the act that he only tries to stay in line with norms of the “majority” while strongly not acting against the norms of his Islam community emphasizes that he identifies himself more as a member of the latter one. However, the fact that the interviewee acknowledges the norms of the “majority” also signifies his appreciation of the culture of this group, and therefore the concept of online video game assimilation exists (Faber, 76).

The changes are far-reaching: the definition of online video game; the nature of the information ‘commons’ for the citizen; the right of privacy in communicated expressions; the regulation of information infrastructures (computer operating systems and networks); the definition of information goods; and the nature of government communication with its citizens. These changes mostly revolve around information ownership and yet no consistent framework has yet to emerge as the question has mostly been approached in a piecemeal way. It is argued in conclusion that a new information dispensation must be built which guarantees information ownership, as this is the foundation on which systems of trading, governance, and research can be built. More interesting, though, was the extent to which users of the Internet as a news source said that as a result, they are using traditional news. It seems that using online video sites may have a more negative effect on news viewing than news reading. This might be because Internet users most often go online for the sort of information featured by television news, especially cable. In the early days, online companies did their very best to replicate the printed or media product (Berners-Lee, 33).

These emergent online video game standards now pose a major problem for competition regulators around the world as they span jurisdictions and the market dominance they create is not easily broken up by their nature. Although in some markets the developers may license the ‘standard’ technology to widen participation (the digital cellular phone standard GSM is one example), in others the standard-setter may aggressively protect its control over the standard as it regards it as an asset. At present most of the dominant information standards have been developed by US companies and they can only be regulated effectively by the US Department of Justice. These technological questions will, however, mark out the information infrastructures of the next century. In the emerging technological and commercial environment defined by the digital encoding of information representations ‘ownership’ is coming to mean different things (Aarseth, 33).

The internet and online video websites have become a new sales channel uncontrolled by the state and free for mass consumers. If any element of the channel can be provided in a more cost-effective way, either by another organization or the application of technology, then the producer will have a strong incentive to change their sales strategy. Mainstream media is limited by censorship and regulations, channels of communication, and geographical scope. In other words, this situation creates a channel conflict for mainstream media. Whenever there are a number of different sales channel elements that can address the same customer base, then there is the potential for conflict. The computer industry is renowned for having multiple channels which often find themselves in direct competition. There have been many instances when the computer manufacture, its distributors and resellers are all fighting for the same business (Smith et al 54).

The online video game is an area occupied by online companies. Some direct marketers have long suspected that the reliance of media advertising on attitudinal factors, instead of behavioral ones, has resulted in “much ado about nothing.” Moreover, they consider the Internet an information media and therefore antithetical to media advertising. When these capabilities are combined to address traditional business situations, it is possible to generate tangible benefits. The American media marketplace is not only larger but far more specialized than any other environment worldwide (Smith et al 54). Also, historically, marketing and advertising, in particular television and electronic media, have had a far more significant role in the United States than elsewhere. These abrupt turns can best be seen through annual changes. In the light of the Internet and its direct potential, these targeting options remained narrow and one-sided. Based on a broadcast model, they made real-time interactivity impossible. Having assessed the degree to which the Internet will affect the organization, the challenge is to manage the adoption of the new technology and the changes it will cause to existing processes. Decisions will be required about the advisability and cost implications of running multiple sales channels and the conflicts that can be created (Aarseth, 66).

Constraints on the geographic, industry, or application areas of trading, available to each channel element, can suddenly disappear. Perhaps the most important thing that can be done is to recognize that a problem will exist and to ensure that the existing channel elements have been informed of how the changes will affect them. If possible, these existing channel partners should be involved in the use of technology and encouraged to accept the changes by sharing part of the planned benefits. There are several reasons why it may be necessary to reduce the level of margin on media products that are being sold via the Internet-related sales channel. It may be sensible to offer a pricing advantage to encourage customers to use the channel. This does not necessarily affect the overall net margin since the cost structure of maintaining the channel may be significantly lower than the traditional alternatives (Berners-Lee 5).

In sum, it was found that people are addicted to online video games because they help users to change their own identity and create the ideal personality they cannot reach in real life. Jones writes that: “As in a video game, in which players acquire new weapons and capabilities within its digital geography and learn more and more about how to play from the collective knowledge of gamers online, both Lost’s characters and its audience are acquiring sequentially the “tools” they need to play. (51). Aarseth states that: “virtual environment has penetrated identity unevenly, thus marketers and advertising use this medium to promote their” (61). These quotes agree that online video games create a new reality for users but do not have a positive and educational impact on their personalities. Lack of regulations and censorship help video websites better position themselves against mainstream media companies. Online video sites succeed in moving economic activity closer to users (viewers) proposing low transaction costs, low barriers to entry, and improved access to information for the consumer. Thus, they have a negative and threatening impact on mainstream media, its audiences, and media messages. (Jones 51). Taking this measure helps the people to engage themselves in doing different kinds of exercises. The same thing can be told about the classic game Asteroids. This game has many important characteristics. One of these characteristics is the ability to rotate the wrist moves of a spaceship. The game is often associated with the waste of time. This is especially true when we are talking about the vast majority of people who are engaged in the research.

Works Cited

Aarseth, E. Cybertext: Perspectives on Ergodic Literature Baltimore and London: Johns Hopkins University Press, 1997.

Bates, B. Game Design: the Art and Business of Creating Games Roseville, CA: Prima Tech (Game Development Series), 2001.

Berger, A.A. Narratives in Popular Culture, Media and Everyday Life Thousand Oaks, CA: Sage, 1997.

Berners-Lee, Tim. Weaving the Web. London: Orion Business Books, 1999.

Faber, L. Re: Play Ultimate Games Graphics London: Laurence King Publishing, 1998.

Jones, S. E. Dickens on Lost: Text, Paratext, Fan-Based Media. Wordsworth Circle , 38 (2007), 51.

Smith, S. L. et al. Popular Video Games: Quantifying the Presentation of Violence and Its Context. Journal of Broadcasting & Electronic Media , 47 (2003), 54.

Soukup, Ch. Mastering the Game: Gender and the Entelechial Motivational System of Video Games. Women’s Studies in Communication , 30 (2007), 43.

  • Video Games and Their Benefits for Learning
  • Video Games: Causal Analysis Argument
  • Online Gaming Addiction Intervention
  • Second Life Games Addiction and Its Reasons
  • E-mail Spam: What it is and how it works
  • The Consumption Pattern in Grand Theft Auto: San Andreas
  • Online Gaming Addiction Analysis
  • Computer Adventure Games Analysis
  • Civilization IV as a Game of Strategy
  • Gaming Industry: Budget, Quality, and Reception
  • Chicago (A-D)
  • Chicago (N-B)

IvyPanda. (2021, November 24). Online Video Games Addiction. https://ivypanda.com/essays/online-video-games-addiction/

"Online Video Games Addiction." IvyPanda , 24 Nov. 2021, ivypanda.com/essays/online-video-games-addiction/.

IvyPanda . (2021) 'Online Video Games Addiction'. 24 November.

IvyPanda . 2021. "Online Video Games Addiction." November 24, 2021. https://ivypanda.com/essays/online-video-games-addiction/.

1. IvyPanda . "Online Video Games Addiction." November 24, 2021. https://ivypanda.com/essays/online-video-games-addiction/.

Bibliography

IvyPanda . "Online Video Games Addiction." November 24, 2021. https://ivypanda.com/essays/online-video-games-addiction/.

Logo

Essay on Online Games Addiction

Students are often asked to write an essay on Online Games Addiction in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Online Games Addiction

Understanding online games addiction.

Online games addiction means playing games on the internet too much. This happens when someone spends more time playing games than doing other important things. This can cause problems like poor grades in school, less time with friends and family, and even health issues.

Reasons for Addiction

There are many reasons why people get addicted to online games. Some people play to escape from real-world problems. Others find the games exciting and challenging. Some people even play to feel a sense of achievement.

Effects of Addiction

Playing games too much can cause many problems. It can lead to poor performance in school or at work. It can also cause health problems like eye strain and lack of sleep. It can even hurt relationships with friends and family.

Overcoming Addiction

Overcoming online games addiction can be tough, but it’s possible. It’s important to set limits on how much time you spend playing games. It can also help to find other hobbies or activities to do instead of playing games. It might also be helpful to talk to a counselor or therapist.

Also check:

250 Words Essay on Online Games Addiction

What is online games addiction.

Online games addiction is when a person cannot stop playing games on the internet. They spend too much time playing these games and ignore other important things in life. This can harm their studies, health, and relationships.

Why Do People Get Addicted?

People get addicted to online games for many reasons. Some find these games fun and exciting. They enjoy the challenges and rewards that these games offer. Others use these games to escape from stress or problems in real life.

Effects of Online Games Addiction

Online games addiction can have many bad effects. It can cause poor grades in school because students spend too much time playing games instead of studying. It can also lead to health problems like eye strain and lack of sleep. Moreover, it can harm relationships with family and friends because the person is always busy with the games.

How to Overcome Online Games Addiction

Overcoming online games addiction is not easy, but it is possible. One way is to set a limit on how much time you can spend on games each day. Another way is to find other fun activities to do, like playing sports or reading books. It can also help to talk to a trusted adult about the problem.

500 Words Essay on Online Games Addiction

Online games addiction is when a person spends too much time playing games on the internet and finds it hard to stop. This can lead to problems in other parts of life like school, work, or relationships. It’s a bit like when someone can’t stop eating sweets, even though they know it’s bad for them. They might want to stop, but they find it very hard to do so.

There are many reasons why people get addicted to online games. Some people play games to escape from real-life problems or to feel good about themselves. Games can make people feel like they’re winning or achieving something, which can be very satisfying. Other people might get addicted because the games are so much fun and they lose track of time. Sometimes, people get addicted because they’re trying to be the best at the game and can’t stop until they are.

The Impact of Online Games Addiction

Secondly, addiction can harm relationships. If a person spends too much time playing games, they might not spend enough time with their friends and family. This can make people feel lonely and isolated.

Lastly, spending too much time playing games can also be bad for health. It can lead to problems like poor posture, eye strain, and lack of physical activity.

How to Prevent and Overcome Online Games Addiction

If someone is already addicted to online games, it might be hard for them to stop on their own. In this case, it can be helpful to seek help from a professional, like a counselor or a psychologist. They can provide guidance and support to help the person overcome their addiction.

In conclusion, online games addiction is a serious problem that can affect a person’s school, work, relationships, and health. It’s important to balance time spent on gaming with other activities and seek professional help if needed. Remember, games are meant to be fun, not something that takes over your life.

That’s it! I hope the essay helped you.

If you’re looking for more, here are essays on other interesting topics:

Happy studying!

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Academia.edu no longer supports Internet Explorer.

To browse Academia.edu and the wider internet faster and more securely, please take a few seconds to  upgrade your browser .

Enter the email address you signed up with and we'll email you a reset link.

  • We're Hiring!
  • Help Center

paper cover thumbnail

Social Effects of Online Game Addiction in Adolescents: A Systematic Review

Profile image of Brigita Karouw

This study aimed to determine the social effects of online game addiction in adolescents and increase our knowledge of adolescents who experience online game addiction. This was a systematic review of the literature using the Scopus, Science Direct and SAGE Journals databases during five years with a randomized controlled trial. All the studies included online game addiction, focusing on the effect of social influence on online gaming addiction in adolescents. Based on the findings of 15 research articles used showed that there was a social influence on online gaming addiction experienced by adolescents. Social constraints proved to be an essential factor in the excessive internet use of adolescents. Other findings showed that associated internet gaming disorders and a lack of attention suggests that individualistic cultural orientations exacerbate these relationships without gender differences

Related Papers

Polish Journal of Public Health

Jolanta Szymańska

Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between ...

short essay about online games addiction

Mark D Griffiths

Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction. Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria. Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming. Further evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control.

Selahattin Çavuş , Bünyamin AYHAN

This study carried out in order to analyze the characteristics of game addiction among the adolescents. The research was tackled within the frame of screening model and data was collected in accordance with it. The questionnaire used as a data collecting instrument was applied in a secondary school and a high school which are considered to have the capacity of representing the socioeconomic and cultural structure of Selçuklu district of Konya province. After the analysis, it was determined that the average of the boys as for game addiction were higher than those of girls. Moreover, the boys were observed to spend more money on games. The socioeconomic reasons such as educational status of parents, the number of siblings, having computers and having a private room weren't seen to be discriminative characteristics. However, a differentiation related to addiction was observed among genders and stages. The research suggests that it is necessary to activate the patterns of social communication networks such as friendly footing, taking more responsibilities, and highlighting social life to diminish game addiction.

Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other groups of developing gaming addiction. Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria. Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming. Evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control.

Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these groups may be more at risk than other groups of developing gaming addiction. Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria. Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming. Further evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control.

Belitung Nursing Journal

Siripattra Juthamanee

Background: Understanding factors influencing Internet and game addiction in children and adolescents is very important to prevent negative consequences; however, the existing factors in the literature remain inconclusive.Objective: This study aims to systematically map the existing literature of factors related to Internet and game addiction in adolescents.Methods: A scoping review was completed using three databases - Science Direct, PROQUEST Dissertations and Theses, and Google Scholar, which covered the years between 2009 to July 2020. Quality appraisal and data extraction were presented. A content analysis was used to synthesize the results.Results: Ultimately, 62 studies met inclusion criteria. There were 82 associated factors identified and grouped into 11 categories, including (1) socio-demographic characteristics, (2) parental and family factors, (3) device ownership, Internet access and location, social media, and the game itself, (4) personality/traits, psychopathology fa...

International Journal of Advanced Computer Science and Applications

Maha A B D U L L A H AlDwehy

Open Access Macedonian Journal of Medical Sciences

ira nurmala

Deniz Mertkan Gezgin

The aim of the study is to examine digital game addiction among secondary school students according to various variables. The study group consists of 319 secondary school students studying in educational institutions operating in Central, Meriç, and Lalapaşa districts within the borders of Edirne province. In the study, which was designed using the survey research method, the data were obtained using the easily accessible sampling method. Descriptive statistics, independent sample t-tests, one-way analysis of variance (ANOVA), Mann-Whitney U, and Kruskal-Wallis-H tests were used to analyse the data. According to the findings obtained in the study, it was seen that the level of digital game addiction in secondary school students was low. When the data were analysed demographically, it was determined that male students were at greater risk compared to female students in terms of gender, but there was no difference between the groups in terms of grade level. It was observed that students who were unsuccessful in terms of academic achievement and who did not receive a certificate of achievement at the time on the report card had higher levels of digital game addiction than secondary school students who received certificates of appreciation and achievement. While there was no significant difference between the groups in terms of the preferred device for digital games, it was determined that the digital game addiction levels of secondary school students who played digital games for 6 hours or more a day were higher. Finally, in terms of receiving social support, students who do not receive social support from the family have a higher risk of digital game addiction than students who receive full support from the family, while students who do not receive adequate support from their friends and teachers have higher levels of digital game addiction than other student groups who both do not receive support and do not receive adequate support. As a result of the study, it was concluded that gender, academic achievement, daily duration of digital game playing, and receiving social support from family, friends, and teachers are remarkable variables in terms of the digital game addiction risk of secondary school students.

International Conference on Humanities, Social and Education Sciences

Mustafa Tevfik Hebebci

Digital games are tools where individuals from all ages have fun, socialize, and spend time. They have positive effects as well as negative effects. One of the most notable negative effects is addiction. In general terms, digital game addiction is playing games without control. To that end, this study examines adolescents' digital game addictions by their digital game tendencies, gender, and gaming spending. In this direction, the research sample consists of a total of 191 adolescents, 90 female and 101 male. Descriptive statistics and independent samples t-tests were used in the data analysis. When the digital game-playing tendencies of adolescents are analyzed, it is concluded that the games are generally played on the smartphone, are in the battle royale type, and are played for entertainment purposes. Another result collected in the study is that the mean addiction score is statistically significantly higher for males than for females and for those who spend money on games compared to those who do not. The research results were discussed in relation to the studies in the literature, and suggestions were made.

Loading Preview

Sorry, preview is currently unavailable. You can download the paper by clicking the button above.

RELATED PAPERS

Patti Valkenburg

Ofir Turel , Yufei Yuan

International Journal of Engineering Technology Research & Management (ijetrm)

Ijetrm Journal , Maheshwari Ecom

Edra Ayuningtiaz

International Journal of Public Health Science (IJPHS)

Thomas Mößle

Anales de Psicología

meltem huri baturay

International Journal of Mental Health and Addiction

selen demirtaş zorbaz , Seval Kizildag

Muhamad Saputra

Developmental Psychology

Teena Willoughby

Developmental Medicine & Child Neurology

Tracy Markle

Serena Grumi

Electronics

Md Jan Nordin

RELATED TOPICS

  •   We're Hiring!
  •   Help Center
  • Find new research papers in:
  • Health Sciences
  • Earth Sciences
  • Cognitive Science
  • Mathematics
  • Computer Science
  • Academia ©2024
  • Bipolar Disorder
  • Therapy Center
  • When To See a Therapist
  • Types of Therapy
  • Best Online Therapy
  • Best Couples Therapy
  • Managing Stress
  • Sleep and Dreaming
  • Understanding Emotions
  • Self-Improvement
  • Healthy Relationships
  • Student Resources
  • Personality Types
  • Sweepstakes
  • Guided Meditations
  • Verywell Mind Insights
  • 2024 Verywell Mind 25
  • Mental Health in the Classroom
  • Editorial Process
  • Meet Our Review Board
  • Crisis Support

What Is Video Game Addiction?

Definition, Symptoms, Effects, Treatment, and Coping

Carol Yepes / Moment / Getty Images

Understanding Video Game Addiction

Video game addiction is the compulsive or uncontrolled use of video games, in a way that causes problems in other areas of the person's life.

Often considered a form of computer addiction or internet addiction , video game addiction has been an increasing concern for parents as video games have become more commonplace and are often targeted at children.

Video games include computer games, console games, arcade machine games, and even cell phone, and advanced calculator games. Games can be embedded in social networking sites, such as Facebook.

Since the 1950s, gaming has grown into a multi-billion dollar industry. Some people are concerned about the long-term effects of video game playing, particularly in children. Concerns center on the following questions:

  • “Are video games harmful?”
  • “Do violent video games cause aggression?”
  • “Are video games addictive?”

While research is inconclusive, there does appear to be evidence that video games can be harmful, can increase aggression, and can be addictive. However, these effects are highly individual and may involve many more factors than simply the amount of time spent playing games.

Signs of Video Game Addiction

Some symptoms of video game addiction can include:

  • Neglecting duties at work, home, or school in order to play video games
  • Thinking about video games all the time
  • Not being able to decrease playing time even when you try
  • Continuing to play despite the problems video games cause in your life
  • Playing video games to deal with anxiety, bad moods, or negative feelings
  • Feeling upset if you are not able to game
  • Not doing other things you used to enjoy in order to play video games
  • Hiding how much time you spend playing video games or lying about your gaming habits

Playing video games a lot is not necessarily a sign of a video game addiction, however. Some people are simply very enthusiastic about them and that is how they enjoy spending their free time. If gaming creates distress and interferes with a person's ability to function in their life, then it might be a sign that there is a problem.

How Common Is Video Game Addiction?

Research studies show that 1% to 16% of video gamers meet the criteria for addiction. However, the official definition of video game addiction varies across different organizations. Considering this, it is easy to be confused about whether your or someone else’s gaming falls in the average or heavy ranges.

As with all addictions, it is important when considering the possibility of a video game addiction to not simply consider the amount of time spent gaming, but also the function it is serving the individual. Video game playing, as one of a range of recreational activities, may not be harmful or indicate an addiction.

When game playing is addictive, it takes over as the person’s main way of coping with life, with other important areas of life being neglected or disrupted as a result.

Video game addiction or video game overuse is seen most commonly in players of the persistent multiplayer gaming universe, or Massive Multiplayer Online Role-Playing Game—MMORPG games for short. MMORPGs make up 25% of gaming revenue worldwide.   These games hold many attractions for gamers—they are interactive, social, competitive, and happen in real-time.

Research indicates that MMORPGs are more addictive in nature. As a result, they tend to have greater negative impacts on physical health, sleep habits and academic performance.  

Diagnosis of Video Game Addiction

Like other behavioral addictions , video game addiction is a controversial idea. While video gaming research is showing some disturbing effects, particularly in younger players, there is a lack of long-term research and insufficient evidence to definitively conclude that video game overuse is indeed an addiction.

In addition, cautionary messages from groups, such as the American Medical Association, which believes that video games are potentially harmful, have to compete with the aggressive marketing of the video games industry, whose own research, unsurprisingly, shows no ill effects.

Currently, it is not recognized as a distinct condition in the " Diagnostic and Statistical Manual of Mental Disorders " (DSM-5-TR), the "gold standard" reference for mental health conditions. Internet gaming disorder, however, is included as a condition for further study in the DSM.

Although it is not yet recognized fully as a disorder, proposed criteria have been published.

To be diagnosed, gaming behavior must be severe enough that it creates significant problems in different areas of life, including home, work, family, school, and other areas. Symptoms must also be present for a year or longer.

Similarity to Other Addictions

Video game addictions are similar to other addictions in terms of the amount of time spent playing, the strong emotional attachment to the activity, and the patterns of social difficulties experienced by gaming addicts.

As with other addictions, gaming addicts become preoccupied with game-playing, and it disrupts family and other areas of life, such as school.

The younger that children begin playing video games, the more likely they are to develop dependence-like behaviors.

As with other addictive behaviors, there is a range of different responses to the activity. While some gamers feel unable to reduce the time they spend playing, others do not experience cravings if they are unable to play.

Effects of Video Game Addiction

Some studies suggest that violent video games may increase aggressive thoughts and behaviors. However, there is conflicting research on this, and some studies have not found this effect or suggest that it is influenced by other factors such as moral disengagement and disinhibition.

Research on people who are addicted to video games shows that they have poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms , compared to people who do not have video game addiction.

People who are addicted to video games also have increased emotional difficulties, including increased depression and anxiety, report feeling more socially isolated, and are more likely to have problems with internet pornography use.

Treatment for Video Game Addiction

Cognitive behavioral therapy (CBT) is a type of therapy that can be helpful in the treatment of behavioral addictions such as video game addiction.

Working with a therapist, people learn to identify the thoughts that contribute to excessive, compulsive video game use. Once people learn to recognize these thoughts, they can then work to replace them with ones that are more helpful and productive.

Therapy can also help people develop different coping strategies to deal with feelings of stress and distract themselves from urges to play video games.

Coping With Video Game Addiction

If you suspect that you have a video game addiction or simply want to reduce your video game use, there are strategies you can use that can help. Some things you can try include:

  • Setting limits on your video game use : Decide how much you want to play each day. Set aside a specific block of time and set a timer so you'll know when it is time to quit. Consider enlisting the help of a friend to help keep you accountable.
  • Find distractions : Look for other things to hold your interest and fill your time when you feel the urge to play video games. Going for a walk, calling a friend, watching a movie, or reading a book are a few ideas, but trying out new hobbies and interests can also serve as welcome distractions.
  • Keep electronics out of your bedroom : Keep gaming systems, phones, and other electronic devices out of your bedroom so you aren't tempted to play games in the evening or before bedtime.
  • Practice relaxation techniques : If you are playing games in order to cope with feelings of stress or anxiety, try replacing your gaming habit with other effective coping strategies. Relaxation techniques such as deep breathing , mindfulness meditation , and yoga can be a great way to unwind and destress without having to rely on video games.

If you or a loved one are struggling with addiction, contact the Substance Abuse and Mental Health Services Administration (SAMHSA) National Helpline at 1-800-662-4357 for information on support and treatment facilities in your area.

For more mental health resources, see our National Helpline Database .

Li AY, Chau CL, Cheng C. Development and validation of a parent-based program for preventing gaming disorder: The game over intervention . Int J Environ Res Public Health . 2019;16(11). doi:10.3390/ijerph16111984

Jeromin F, Nyenhuis N, Barke A. Attentional bias in excessive internet gamers: Experimental investigations using an addiction Stroop and a visual probe . J Behav Addict . 2016;5(1):32-40. doi:10.1556/2006.5.2016.012

Hong JS, Kim SM, Jung JW, Kim SY, Chung US, Han DH. A comparison of risk and protective factors for excessive internet game play between Koreans in Korea and immigrant Koreans in the United States . J Korean Med Sci. 2019;34(23):e162. doi:10.3346/jkms.2019.34.e162

American Psychiatric Association (APA).  Diagnostic and Statistical Manual of Mental Disorders . 5th ed, text revision. Washington, D.C.; 2022.

Yao M, Zhou Y, Li J, Gao X. Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition . Aggress Behav . 2019;45(6):662-670. doi:10.1002/ab.21860

Ra CK, Cho J, Stone MD, et al. Association of digital media use with subsequent symptoms of attention-deficit/hyperactivity disorder among adolescents . JAMA . 2018;320(3):255-263. doi:10.1001/jama.2018.8931

Stockdale L, Coyne SM. Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls . J Affect Disord . 2018;225:265-272. doi:10.1016/j.jad.2017.08.045

By Elizabeth Hartney, BSc, MSc, MA, PhD Elizabeth Hartney, BSc, MSc, MA, PhD is a psychologist, professor, and Director of the Centre for Health Leadership and Research at Royal Roads University, Canada. 

Advertisement

Advertisement

Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility

  • Original Article
  • Open access
  • Published: 10 January 2023

Cite this article

You have full access to this open access article

short essay about online games addiction

  • Alican Kaya   ORCID: orcid.org/0000-0003-2933-0161 1 ,
  • Nuri Türk   ORCID: orcid.org/0000-0002-7059-9528 2 ,
  • Hasan Batmaz   ORCID: orcid.org/0000-0002-5979-1586 3 &
  • Mark D. Griffiths   ORCID: orcid.org/0000-0001-8880-6524 4  

73k Accesses

11 Citations

3 Altmetric

Explore all metrics

Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a hypothetical model was tested to examine the relationships between basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life. Data were collected from a sample of 546 participants. Mediation analysis was conducted, and the results indicated that basic psychological needs, online gaming addiction, responsibility, and meaning in life had significant negative and positive relationships. The findings indicated that responsibility and meaning in life had a serial mediating effect in the relationship between basic psychological needs and online gaming addiction. The findings also showed that the inverse relationship between online gaming addiction and basic psychological needs was at least partially explained by meaning in life and responsibility. The results of the present study are of great importance and suggest that interventions to satisfy the basic psychological needs of adolescents may help prevent online gaming addiction.

Similar content being viewed by others

short essay about online games addiction

How the Dark Triad associated with internet gaming disorder? The serial mediation of basic psychological needs satisfaction and negative coping styles

short essay about online games addiction

The Mechanism Underlying the Effect of Actual-Ideal Self-Discrepancy on Internet Gaming Addiction: a Moderated Mediation Model

short essay about online games addiction

Cognitive, Metacognitive, Motivational, and Emotional Predictors of the Intensity of Internet Gaming Disorder among Adolescents

Avoid common mistakes on your manuscript.

Introduction

Technological addictions have become an area of increasing research interest and are conceptualized as non-chemical (i.e., behavioral) addictions (Kuss & Billieux, 2017 ). Moreover, they can be engaged in actively or passively (Widyanto & Griffiths, 2006 ). For example, television addiction is a passive technological addiction, whereas smartphone addiction and Internet addiction are active technological addictions (Griffiths, 2017 ). Online addictions have increased rapidly due to the increased use of smartphones, tablets, and laptops. Furthermore, overuse of the Internet has been conceptualized in a number of different ways, including problematic Internet use (Aboujaoude et al., 2006 ; Young, 2009 ), excessive Internet use (Choi et al., 2009 ; Lee et al., 2008 ), and Internet addiction (Griffiths, 2017 ) with some considering it to be an impulsive disorder (Young & Rodgers, 2009 ). In addition, online gaming addiction, which is another addiction associated with the Internet, is defined by the American Psychiatric Association (APA, 2013 ) as the consistent and prolonged use of the Internet to play videogames, frequently with other gamers, that causes disruption and clinically impairs several aspects of a person’s life (e.g., personal relationships, occupation and/or education). Key characteristics of online gaming addiction are individuals obsessively playing online videogames to the point of neglecting everything else in their lives, which leads to social and/or psychological disorders in such individuals (Ates et al., 2018 ; Batmaz & Çelik, 2021 ).

Previous studies have indicated various variables that predict and/or are associated with gaming addiction, including attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety and depression (Andreassen et al., 2016 ), social anxiety (Karaca et al., 2020 ), low self-esteem (Kim et al., 2022 ), inter-personal competence (Lee et al., 2019 ), relationship problems and relationship problems, and hostile family environment (Sela et al., 2020 ). In addition, social skill deficits (Mun & Lee, 2022 ), social and psychological isolation (Young, 2009 ), perceived stress (Rajab et al., 2020 ), suicidality (Erevik et al., 2022 ), and aggressive behaviors (McInroy & Mishna, 2017 ) have been reported among individuals who develop gaming addiction.

Although online gaming meets the various needs of individuals, when the behavior turns into an addiction, it leads to adverse effects on individuals, especially adolescents, where it can impair their mental health (Batmaz et al., 2020 ; Purwaningsih & Nurmala, 2021 ). Among adolescents, online gaming addiction has been reported to disrupt mental health, increase depression, anxiety, and psychoticism, disrupt family relationships (De Pasquale et al., 2020 ), lower quality of life (Beranuy et al., 2020 ), increase social phobia (Wei et al., 2012 ), lower school performance, and improve sleep deprivation (Chamarro et al., 2020 ; Király et al., 2015 ). In short, online gaming addiction negatively affects adolescents’ lives in different areas (Griffiths, 2022 ; Haberlin & Atkin, 2022 ). Therefore, research is needed to delineate the causes of online gaming addiction, eliminate its adverse effects, and implement necessary treatment.

Although many studies have been conducted examining online game addiction among adolescents (see Rosendo-Rios et al., 2022 ) for a recent review of studies), there are few studies examining the relationship between basic psychological needs and online game addiction (Bekir & Celik, 2019 ). In the present study, it is posited that basic psychological needs could be predictors due to the relationship with gaming disorders and problematic gaming (Allen & Anderson, 2018 ; Liu et al., 2021 ; Yu et al., 2015 ). When basic psychological needs are not met, it pushes individuals to exhibit maladaptive behavioral reactions (i.e., online gaming addiction) (Bekir & Çelik, 2019 ). In addition, few studies have addressed the relationship between responsibility and meaning in life and online game addiction (Arslan, 2021 ; Kaya, 2021 ). Moreover, no study has ever examined the mediating role of responsibility and meaning in life in the relationship between basic psychological needs and online game addiction. For these reasons, the present study examined the mediating roles of responsibility and meaning in life in explaining the relationship between basic psychological needs and online game addiction.

Online Gaming Addiction and Basic Psychological Needs

Self-determination theory is a well-established motivational theory comprising six mini-theories (Ryan & Deci, 2017 ). One of these mini-theories is the Basic Psychological Needs Theory (BPNT), which claims that the satisfaction of basic psychological needs is associated with better health and greater psychological well-being (Ryan & Deci, 2000 ). Basic psychological needs are requirements for psychological development, integrity, and well-being (Deci & Ryan, 2000 ). In contrast to the often-frustrating real world, videogames are designed to satisfy all three psychological needs (i.e., autonomy, competence, and relatedness) (Rigby & Ryan, 2011 ). Satisfaction of the needs for competence, autonomy, and relatedness can explain large amounts of the variance in game enjoyment (Rigby & Ryan, 2011 ; Tamborini et al., 2011 ). Online gaming can fulfill the (i) need for relatedness by directing players to social relationships with real or fictional characters, (ii) need for autonomy by giving them management and control within the game, and (iii) need for competence by making them feel successful in playing challenging videogames (Allen & Anderson, 2018 ).

Individuals addicted to videogames need novelty seeking, socialization, competition, and/or entertainment (Hussain et al., 2012 ; Larrieu et al., 2022 ). Studies have shown that gaming addiction is related to basic needs (Billieux et al., 2015 ) and psychological needs such as success, independence, fun, and respect (Herodotou et al., 2012 ). The increasing demand for playing videogames shows that adolescents try to satisfy some of their psychological needs via the Internet (Shen et al., 2013 ; Turan, 2021 ). One longitudinal study found that problematic online gaming and satisfaction of basic psychological needs were positively associated (Yu et al., 2015 ). It has also been reported that adolescents whose basic psychological needs were not met and whose perceived social support was low had high levels of gaming addiction (Yıldırım & Zeren, 2021 ). In this context, some studies claim that online games are tools for satisfying basic psychological needs (Oliver et al., 2016 ). However, studies have shown that the low level of basic psychological need satisfaction in real life can be met with high need satisfaction in online gaming, which leads to addiction for a small minority (Kardefelt-Winther, 2014 ; Rigby & Ryan, 2017 ; Wu et al., 2013 ). Based on the aforementioned literature, it was expected that there would be a significant negative relationship between basic psychological needs derived from real-life and online gaming addiction.

Online Gaming Addiction and Meaning in Life

The debate about the meaning in life has been ongoing for years (Yalom, 2020 ). Because there are many definitions of meaning in life, making a standard definition of meaning in life has been difficult (King & Hicks, 2021 ; Park, 2010 ). Meaning in life is a multifaceted construct conceptualized in various ways that address the value and purpose of life, meaningful life goals, and sometimes spirituality (Jim et al., 2006 ). According to Ryff ( 1989 ), meaning in life is a sign of a sense of direction, goals, and well-being. Frankl ( 2009 ) states that meaning in life differs from individual to individual, day to day, and hour to hour. Many studies have been conducted regarding meaning in life and concepts in the literature. For instance, some of these studies assert that meaning in life increases happiness (Debats et al., 1993 ) and life satisfaction (Yıkılmaz & Demir Güdül, 2015 ) and that the presence of meaning in life positively affects psychological health (Bailey & Phillips, 2016 ) and has a high level of meaning that can lower the incidence of depression (Mascaro & Rosen, 2005 ).

Similar to the aforementioned studies, adolescents’ having meaning in life can protect them from problematic behaviors such as substance abuse and eating disorders (Brassai et al., 2011 ; Shek et al., 2019 ). Adolescence is a period of seeking identity (Erikson, 1968 ) and decision-making (Marcia, 1980 ). Steger et al., ( 2006 ) pointed out that adolescents’ experience of seeking meaning in life or having a meaning in life may be determinative for successful identity development. However, considering that questioning the meaning in life results from the search for identity, it could be speculated that adolescents who constantly play online videogames will be far from such a search. Although studies have shown that adolescents search for identity in while online gaming (Monacis et al., 2017 ; Subrahmanyam & Šmahel, 2011 ; Tanhan & Özlem, 2015 ), it has been reported that excessive online gaming can also make this exploration more maladaptive, and this may lead to online gaming addiction (King & Delfabbro, 2014 ; Kokkini et al., 2022 ). One study reported that as gaming addiction decreases among adolescents, the level of meaning in life increases (Kaya, 2021 ). In general, it is expected in the present study that the existence of meaning in life in among adolescents will reduce online gaming addiction.

Online Gaming Addiction and Responsibility

One of the characteristic features of online gaming addiction is that individuals spend their time playing online games by procrastinating and/or not doing their daily work (Thatcheret al., 2008 ). According to the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) criteria, one criterion for Internet gaming disorder is that individuals continue to play online games despite being aware of psychosocial problems (American Psychiatric Association, 2013 ). Here, individuals fail to engage in important day-to-day responsibilities and play online games instead. Similarly, it has been shown that online gaming addicts jeopardize or lose their job, education, and/or career opportunities to play online games (Kardefelt-Winther, 2014 ). Time spent playing games instead of engaging in life’s more important tasks can be viewed as a lack of responsibility by individuals themselves, their families, and/or friends (Wartberg et al., 2017 ; Zhang et al., 2019 ).

Responsibility consists of three elements: accountability, liability, and imputability (Robinson, 2009 ). Imputability refers to individuals being responsible for their actions and decisions, accountability refers to fulfilling contractual expectations, and liability refers to assuming a moral responsibility without a contract (Holdorf & Greenwald, 2018 ). The concept of responsibility therapy is defined as the ability of individuals to meet their own needs while allowing others around them to meet their needs (Corey, 2015 ). Being conscious of responsibility means that individuals are aware of themselves and their feelings, thoughts, and pain (Yalom, 2020 ). Dökmen ( 2019 ) defines it as a responsibility to accept the consequences on others of what an individual does or does not do based on his thoughts.

In addition, it is discussed in the literature under two dimensions: emotion (Berkowitz & Daniels, 1963 ; Özen, 2013 ) and behavior (Glasser, 2005 ; Taylı, 2006 ). Individuals with a sense of responsibility have characteristics such as acting with awareness of their own and others’ rights, respecting others, and attempting to fulfill their responsibilities (Özen, 2011 ; Yough et al., 2022 ). On the other hand, individuals who do not have a sense of responsibility make themselves and others feel worthless while living without a plan or program (Cüceloğlu, 2015 ). Studies have shown that a low sense of responsibility can lead to aggression, lying, and avoidance of responsibility, while a high level of responsibility can trigger perfectionism, leading to anxiety, depression, and obsessive-compulsive disorders (Taylı, 2013 ; Wang et al., 2022 ).

The behavior of responsibility, the second sub-dimension of responsibility (Yalom, 2020 ), means that individuals can take responsibility by bearing the consequences of their behavior without attributing it to someone else (Douglass, 2001 ; Shahzadi et al., 2022 ). It has a function that improves positive activities and prevents harmful activities (Kesici, 2018 ). For example, individuals who act responsibly are respected by society and avoid punishment (Douglass, 2001 ). On the other hand, during adolescence, when serious responsibilities begin to be undertaken, a minority of individuals may move away from social life due to gaming addiction. Because of this situation, other people in the individual’s social life (e.g., family and friends) become unimportant to adolescents with low awareness of responsibility. Recent studies have observed that adolescents who excessively play videogames have difficulty fulfilling their responsibilities (Dinçer & Kolan, 2020 ; Doğan & Pamuk, 2022 ). In the present study, it was expected that adolescents with higher levels of responsibility would be less addicted to online gaming (i.e., an inverse relationship).

Basic Psychological Needs, Meaning in Life, Responsibility, and Online Game Addiction

Basic Psychological Needs Theory (BPNT) focuses on the satisfaction and frustration of psychological needs and argues that these needs significantly impact individuals’ psychological health and well-being (Ryan & Deci, 2000 ). Lack of fulfillment of basic psychological needs leads to negative consequences (e.g., depression, stress, and addiction) (Cantarero et al., 2021 ; Levine et al., 2022 ; Orkibi & Ronen, 2017 ; Xiao & Zheng, 2022 ). However, satisfying these needs is associated with positive outcomes such as general self-efficacy (İhsan et al., 2011 ), mental resilience (Kilinç & Gürer, 2019 ), subjective well-being (Akbağ & Ümmet, 2018 ), and obtaining meaning in life (Çelik & Gazioğlu, 2017 ). Furthermore, Weinstein et al. ( 2012 ) suggested that the search for meaning increased significantly when these needs were satisfied. Individuals whose needs are fulfilled are more prone to seek meaning in their life and, therefore, to experience meaning in their life, whereas individuals whose needs are not fulfilled experience a sense of meaninglessness (Eakman, 2013 ). According to Steger ( 2006 ), although individuals continue to search for meaning in one area of their lives, they may have meaning in a different area of their life. Meaning in life is defined as the purpose and importance of the life that individuals derive from their experiences (Baumeister & Vohs, 2002 ; Steger et al., 2006 ). Frankl ( 1969 ) posited that to achieve the meaning of life, an individual must take responsibility for realizing their potential, even at a young age. Therefore, a meaningful life requires individuals taking responsibility for themselves and others.

Responsibility refers to the individual’s sense of duty toward family, friends, and society (Geçtan, 2006 ), and can be examined in personal and social dimensions (Arslan & Wong, 2022 ). Personal responsibility means that an individual is accountable to themselves and to the needs or well-being of others (Ruyter, 2002 ). It also emphasizes self-responsibility by representing the individual’s behaviors and choices that can affect themselves and others (Mergler & Shield, 2016 ). Social responsibility relates to values that support individuals’ moral and prosocial behavior (Wray-Lake & Syvertsen, 2011 ). It includes decisions and actions that benefit others and society (Martins et al., 2015 ). Moreover, it is an important source of support in strengthening individuals’ mental health and improving their life skills (Martins et al., 2017 ) as well as coping with addictions (Amini et al., 2020 ). Therefore, individuals’ personal and social responsibility can protect them against negative situations such as developing addictions (e.g., online gaming addiction) (Chiou & Wan, 2007 ).

Online games allow individuals to meet other players, have fun, achieve status, and obtain financial benefits (Ballabio et al., 2017 ; Columb et al., 2022 ). In addition, escaping from the problems of real life, even temporarily, and achieving relaxation are among the benefits that individuals gain through gaming (Yee, 2006 ). Consequently, online gaming can lead individuals to play online games frequently and for long periods of time, which in turn can lead to the risk of addiction (Luciana, 2010 ; Sachdeva & Verma, 2015 ). The 11th revision of the International Classification of Diseases (ICD-11) characterized gaming disorder as a repetitive or persistent pattern of gaming behavior (World Health Organization, 2019 ). Individuals that are affected by online gaming addiction have also been reported to experience problems with interpersonal relationships (Wongpakaran et al., 2021 ), occupation (Lelonek-Kuleta et al., 2021 ), and health (Chan et al., 2022 ). As such, online gaming addiction can lead to situations that threaten the lives and functionality of individuals through the process and its consequences.

The Present Study

The present study was framed according to self-determination and existentialist positive psychology theories. Self-determination theory (SDT) suggests that the non-satisfaction or inhibition of basic psychological needs can lead to negative consequences (i.e., online gaming addiction). In addition, it emphasizes that behaviors emerge from the individual’s beliefs, meaning, and value judgments rather than external factors (i.e., social norms and group pressure). According to the SDT, need (autonomy, competence, and relatedness) predicts meaning in life (Eakman, 2013 ). Moreover, in a longitudinal study based on SDT, individuals whose basic psychological needs were fulfilled had increased meaning in life (Zhang et al., 2022 ). In addition, the existentialist theory of positive psychology suggests that the meaning in life, which individuals create themselves, can be sustained through responsibility. Individuals having responsibility can also enable them to lead a meaningful life (Arslan & Yıldırım, 2021 ; Wong, 2019 ). According to Wong ( 2010 ), meaning consists of the components of purpose, understanding, responsibility, and enjoyment (PURE). In addition to responsibility being one of the basic concepts that constitute meaning, the search for meaning in life continues intensely during adolescence (Steger, 2012 ). This is especially the case for adolescents who begin to question people and the world deeply, having a meaningful life can protect them from behavioral addictions (Qiu et al., 2022 ; Zhao et al., 2020 ). Considering the role of responsibility and meaning in the life of adolescents, it is important to examine online game addiction, which may be affected by basic psychological needs. Therefore, a serial mediation model was determined based on the assumptions of self-determination and existential positive psychotherapy theory.

In addition to the aforementioned theoretical framework, studies have shown that unfulfilled basic psychological needs are predictors of online gaming addiction (Allen & Anderson, 2018 ; Liang et al., 2021 ; Mills & Allen, 2020 ; Yu et al., 2015 ). However, studies conducted with adolescents have found a relationship between online gaming addiction and responsibility and meaning in life (Doğan & Pamuk, 2022 ; Kaya, 2021 ). In the present study, which also considers the different dynamics in online gaming addiction, a new model is proposed to examine the relationship between basic psychological needs and online gaming addiction through responsibility and meaning in life. In this context, the present study assessed whether basic psychological needs (i.e., autonomy, relatedness, competence) affect the relationship between online gaming addiction, meaning in life, and responsibility among adolescents. Four research questions were investigated: Do basic psychological needs predict online gaming addiction? (RQ1); Does the level of responsibility have a mediating effect on the relationship between basic psychological needs and online game addiction? (RQ2); Does meaning in life have a mediating effect on the relationship between basic psychological needs and online game addiction? (RQ3); Do responsibility and meaning in life have a serial mediating effect on the relationship between basic psychological needs and online game addiction? (RQ4).

Participants

Power analysis was performed via the G* Power 3.1.9.7 program to determine the sample size required for the present study. For this purpose, at the conventional significance level of 0.05 and power at 0.80, a small effect size is determined as r = 0.20 (Cohen, 2013 ). As a result of the analysis, it was determined that the required sample size was 395. The sample in the present study comprised 546 individuals (393 females and 153 males). The participants ranged from 15 to 18 years old, with a mean age of 16.25 years (SD ± 0.82). Just below half the sample of the participants were in the 9th grade ( n =252; 46.2%), 156 were in the 10th grade (28.6%), 74 were in the 11th grade (13.6%), and 64 were in the 12th grade (11.7%). Over one-third of the sample self-reported their socioeconomic status (SES) as being low ( n =210; 38.5%), 224 reported it as being medium (41.0%), and 112 reported it as being high (20.5%). Participants stated that they played videogames 3.56 h daily on average (SD ± 3.12). The number of devices they used to play online videogames was 2.09 (SD ± 0.96).

Basic Psychological Needs Scale (BPNS)

The 21-item BPNS (Deci & Ryan, 2000 ; Turkish version: Kesici et al., 2003 ) was used to assess basic psychological needs. The scale consists of three subscales: (i) autonomy (AU), (ii) competence (CMP), and (iii) relatedness (RLT). The scale has 21 items that tap into the satisfaction of autonomy (e.g., “I feel free to decide how to live my life”), relatedness (e.g., “There aren’t many people in my life that I feel close to”), and competence (e.g., “The people I know say that I am successful in what I do”) which are rated on five-point Likert scale from 1 ( strongly disagree ) to 5 ( strongly agree ). The higher the score, the greater fulfillment of autonomy, competence, and relatedness. In the present study, the scale’s internal reliabilities for the need for autonomy were α=.76, McDonald’s ω= 76; the need for competence were α =.67, McDonald’s ω= 68; and the need for relatedness were α =.82, McDonald’s ω= 83.

Meaning in Life Questionnaire Scale (MILQS)

The 10-item MILQS (Steger et al., 2006 ; Turkish version: Demirbaş-Çelik and İşmen-Gazioğlu, 2015 ) was used to assess meaning in life. Items (e.g., “I’m always looking for my life’s purpose”) are rated on seven-point Likert scale from 1 ( definitely disagree ) to 7 ( definitely agree ). The total score ranges between 10 and 70. The higher the score, the higher the individual’s level of search for meaning in life. In the present study, the internal reliability for the existence of meaning in life was α=.85 and for seeking meaning in life was α=.82. For the overall scale, Cronbach’s α was .67, and McDonald’s ω was .72.

Sense of Responsibility and Behavior Scale (SRBS)

The 18-item SRBS (Özen, 2013 ) was used to assess responsibility. Items (e.g., “I feel responsible for being a member of charitable organizations”) are rated on four-point scale ranging from 1 ( never ) to 4 ( always ). The total score ranges between 18 and 72. The higher the score, the greater the level of responsibility. The SRBS consists of two subscales and each can be used separately. The sense of responsibility sub-dimension was used in the present study. For this sub-dimension, Cronbach’s α was .86, and McDonald’s ω was .87.

Online Game Addiction Scale (OGAS)

The 21-item OGAS (Başol & Kaya, 2018 ) was used to assess online gaming addiction. Items (e.g., “My friendships were damaged/broken due to online games”) are rated on a five-point Likert scale ranging from 1 ( absolutely disagree ) to 5 ( absolutely agree ). The total score ranges between 21 and 105 points. The higher the score, the greater the risk of online gaming addiction. In the present study, Cronbach’s α was .88, and McDonald’s ω was .89.

Procedure and Ethics

Participants were selected from three different high schools in Turkey in the cities of Ağrı, Karabük, and Siirt. The schools were informed about the purpose and duration of the study. The researchers visited the schools, and informed consent forms were distributed. Written informed consent forms were obtained from the legal guardians or parents of the adolescents who volunteered to participate in the study. The purpose of the study was explained to the participants. The eligibility criteria for participation in the study were being an adolescent and being an individual who played (or used to play) one or more online videogames. An online link to the survey was sent to the participants, and each participant was allowed to complete the survey only once. All data were collected using Google Forms in the classroom. Participants were reminded that they might stop answering at any stage of the survey process if they wanted to. Participants were asked not to provide personal information to ensure anonymity and confidentiality. Ethics committee approval of this research was obtained from Ağrı İbrahim Çeçen University (reference number: 110), and every research stage was carried out in accordance with the Declaration of Helsinki.

Data Analysis

All analyses were carried out using SPSS version 26, Hayes’ ( 2018 ) PROCESS Macro (version 3), and G* Power 3.1.9.7 programs. Before starting the analysis, the necessary assumptions to perform the analysis were tested. The kurtosis and skewness values were examined to understand whether the assumptions required for the prerequisites of parametric tests were met. The skewness and kurtosis values for a normal distribution have acceptable threshold values if they are ±2 (George, 2010 ). There were no assumption violations in the research data. In addition, it was found that the correlation between the study variables was not high. The correlations ranged between .17 and .63 ( p <.001). The research variables were also examined to ensure there were no multicollinearity issues. When the tolerance, variance inflation factor (VIF), and confidence interval (CI) values were examined, these values were all within acceptable limits. It was determined that VIF was between 1.12 and 1.48, the tolerance value was between .67 and .89, and CI was between 7.21 and 17.88. The limit values required to avoid multicollinearity problems are more than 0.20 for the tolerance value, less than 10 for the VIF value, and less than 30 for the CI value (Albayrak, 2005 ; Büyüköztürk, 2016 ; Şata, 2020 ). Consequently, no multicollinearity problems were detected. Mahalanobis distance values were examined to determine whether there were outliers in the sample. A total of 21 outliers were identified in the dataset. These outliers were excluded from the analysis, meaning the final sample size was 546. SPSS PROCESS macro was utilized to conduct mediation analyses (Hayes, 2018 ). The bootstrapping method was employed with 5000 resampling and 95% confidence intervals (CIs) to test the significance of the mediating pathways. An effect is deemed significant if the confidence interval does not contain zero (Preacher & Hayes, 2008 ).

Table 1 shows the correlations between all the main variables in the study (basic psychological needs (autonomy, competence, relatedness), online gaming addiction, responsibility, and meaning in life). Pearson correlations indicated that all variables were significantly (albeit moderately and weakly) related.

Serial Multiple Mediational Analyses—Modeling Data

Table 2 , Table 3 , and Table 4 show the results of the serial mediation analysis. First, there was a direct effect of autonomy on online gaming addiction ( β =−.67, p <.001). Moreover, the relationship between competence and online gaming addiction was examined. There was a direct effect of competence on online gaming addiction ( β =−.63, p < . 001). When the relationship between relatedness, the last of the basic psychological needs, and online gaming addiction was examined, there was a direct effect of relatedness on online gaming addiction ( β =−.48, p < . 001). There was also a significant indirect effect of autonomy on online gaming addiction via responsibility (indirect effect=−.12, SE=.02, 95% CI= [−.20, −.06]). Also, the indirect effect of competence on online gaming addiction via responsibility was significant (indirect effect=−.19, SE=.02, 95% CI= [−.31, −.10]). Lastly, the indirect effect of relatedness on online gaming addiction via responsibility was significant (indirect effect=−.17, SE=.01, 95% CI= [−.26, −.10]).

When indirect effects were examined, there was a significant indirect effect of autonomy on online gaming addiction via meaning in life (indirect effect=−.07, SE=.02, 95% CI= [−.14, −.00]). Also, the indirect effect of competence on online gaming addiction via meaning in life was significant (indirect effect=−.11, SE=.02, 95% CI= [−.22, −.00]). Lastly, the indirect effect of relatedness on online gaming addiction via meaning in life was significant (indirect effect=−.05, SE=.01, 95% CI= [−.10, −.01]).

Moreover, the indirect effects of autonomy on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.04 SE=.01, 95% CI= [−.07, −.01]). Also, the indirect effects of competence on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.02 SE=.01, 95% CI= [−.04, −.00]). Moreover, the indirect effects of relatedness on online gaming addiction via meaning in life and responsibility were tested. The effect was significant (testing serial multiple mediation; effect=−.02 SE=.01, 95% CI= [−.06, −.01]). In the relationship between basic psychological needs (autonomy, competence, relatedness) and online gaming addiction, meaning in life and responsibility had serial mediating effects.

The results indicated that autonomy predicted online gaming addiction. When autonomy was entered as the predictor, it significantly predicted online gaming addiction ( β  = −0.67, t = −5.58,  p  < .001), and accounted for 5.4% of the variance in the model. Figure 1  shows the regression coefficients of the mediation model. The indirect path mediated by responsibility ( β =−.12, 95% CI= [−.20, −.06]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.07, 95% CI= [−.14, −.00]) in the relationship between relatedness and online gaming addiction (see Table 2 ). Therefore, responsibility appeared to have a higher effect than meaning in life. Autonomy predicted a higher level of meaning in life. It also predicted a higher level of responsibility. Higher meaning in life was associated with a higher level of responsibility. Higher level of responsibility was associated with lower online gaming addiction. Consequently, the results indicated that the relationship between autonomy and online gaming addiction was partially mediated by meaning in life and responsibility (see Fig. 1 ).

figure 1

The results of the serial multiple mediational models

It was also found that competence predicted online gaming addiction. There was also an indirect relationship between competence and online gaming addiction ( β = −0.64, t = −4.13, p < .001), accounting for 4.7% of the variance in the model. Competence predicted meaning and responsibility in life. The indirect path mediated by responsibility ( β =−.19, 95% CI= [−.31, −.10]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.11, 95% CI= [−.22, −.00]) in the relationship between competence and online gaming addiction Furthermore, the relationship between competence and online gaming addiction was mediated by meaning in life and responsibility separately (see Table 3 ). The results also showed that meaning in life and responsibility had serial mediation effects in the relationship between competence and online gaming addiction (see Fig. 2 ).

figure 2

Lastly, the results indicated that relatedness predicted online gaming addiction ( β = −0.48, t = −4.63, p < .001). When relatedness was included in the model, it was found that it accounted for 3.8% of the variance. Moreover, there was also an indirect relationship between relatedness and online gaming addiction. When the indirect effects are examined, the indirect path mediated by responsibility ( β =−.17, 95% CI= [−.26, −.10]) produced a higher change in variance than the indirect path mediated by meaning in life ( β =−.05, 95% CI= [−.10, −.01]) in the relationship between relatedness and online gaming addiction (see Table 4 ). The results suggested that the relationship between relatedness and online gaming addiction was partially mediated by meaning in life and responsibility (see Fig. 3 ).

figure 3

In self-determination theory (SDT), basic psychological needs comprise autonomy, competence, and relatedness. In SDT (Deci & Ryan, 2000 ), basic psychological needs are expressed as essential psychological nutrients for psychological development, integrity, and well-being. Negative psychological consequences occur when requirements are not met, neglected, or prevented (Deci & Ryan, 2000 ). If individuals cannot satisfy a basic need, they engage in activities that give pleasure to individuals momentarily, even if they do not satisfy them (Antunes et al., 2020 ; Deci & Ryan, 2011 ). One of these activities is online gaming, which has an incredibly interactive structure. At the same time, online videogames are appreciated because they create an environment where both the need for relatedness and autonomy are met in the virtual world. Individuals naturally seek new challenges to experience a sense of efficacy even when no external rewards (e.g., money) are earned (Dindar, 2018 ; Matsumoto, 2009 ). The fact that online games have a reward mechanism is suitable for activating feelings of competence among individuals. It is thought that adolescents tend to meet their basic psychological needs (need for autonomy, competence, and relatedness) that they cannot fully meet from their parents or close friends through online gaming.

The present study examined the mediating role of meaning in life and the level of responsibility in the relationship between online gaming addiction and basic psychological needs (i.e., autonomy, competence, and relatedness) among adolescents. Findings showed that autonomy predicted online game addiction. In other words, autonomy had significant negative effect on online game addiction. Considering that addiction is related to reduced autonomy (Amatem, 2008 ), it can be said that the finding is compatible with the literature. However, there is a study in which there was a negative relationship between the need for autonomy and digital game addiction among adolescents (Dursun and Çapan, 2018 ), which supports the research finding. On the contrary, there is a study in which autonomy and online game addiction had significant positive relationships (Bekir and Çelik, 2019 ). Similarly, it is known that the need for autonomy has a positive relationship with social media addiction (Young-Ju et al., 2018 ) and a negative relationship with Internet addiction (Piri et al., 2018 ; Zeren & Can, 2019 ). These studies, which have obtained different results, make the relationship between the need for autonomy and digital addictions open to discussion but also show that further research is needed.

According to the present study’s findings, it was found that relatedness and competence, as well as autonomy, predicted online gaming addiction. Studies have shown that competence and relatedness have significant relationships with online gaming addiction (Bekir and Çelik, 2019 ; Dursun and Çapan, 2018 ). In addition, research has shown that relatedness has a negative relationship with short-form video addiction (Yang et al., 2022 ), and relatedness dissatisfaction positively correlates with Internet gaming disorder (Hui et al., 2019 ). Moreover, significant negative relationships have been found between competence and smartphone addiction (Gao et al., 2022 ; Sun et al., 2020 ) and Internet addiction (Zeren & Can, 2019 ; Canoğulları, 2014 ). Based on these results concerning technological addictions, it can be said that the literature findings and the results of the present study are compatible.

The tendency of individuals to play online videogames may be to meet their autonomy, competence, and relatedness needs (Ryan et al., 2006 ). In addition, when basic psychological needs are prevented, technological addictions (gaming addiction, smartphone addiction, social network addiction, and Internet addiction) increase (Gugliandolo et al., 2020 ). This may be the compensation for unmet basic psychological needs through addiction (Kuss et al., 2017 ; Mills et al., 2018 ). Therefore, fulfilling basic psychological needs in real life and eliminating the problems that prevent this satisfaction can be a protective factor against online gaming addiction.

Another finding of the present study was that the level of responsibility hads a mediating effect on the relationship between basic psychological needs and online gaming addiction. However, there was a positive and significant relationship between basic psychological needs and responsibility. In contrast, a significant negative relationship was found between responsibility and online gaming addiction. Considering that the components of responsibility (accountability, liability, and imputability) in Robinson’s ( 2009 ) definition appear less important in online environments, it is assumed that adolescents who are addicted to online gaming experience less sense of responsibility. A recent study found that a higher level of responsibility significantly predicted online gaming addiction, whereas a lower level of responsibility negatively affected online gaming addiction (Kesici, 2020 ).

Research conducted by Arslan ( 2021 ) found that secondary school students’ sense of responsibility and behavior had a crucial predictive role in online gaming addiction. Another study reported a significant negative relationship between the students’ videogame addiction and their personal and social responsibility behavior (Dinçer & Kolan, 2020 ). Based on previous studies and the results of the present study, it is thought that increasing the level of responsibility of secondary and high school students would reduce gaming addiction. Adolescents whose level of responsibility increases are also more likely to engage in responsible behavior. This is supported by studies in the literature that physical education and sports play an essential role in helping adolescents acquire responsible behavior (Bayraktar et al., 2016 ; Bugdayci, 2019 ; Tazegül, 2014 ). These studies’ results are considered necessary regarding online gaming addiction because such behavior leads to a sedentary lifestyle (Cómez-Mármol et al., 2017 ).

Findings indicated that meaning in life had a mediating effect on the relationship between basic psychological needs and online gaming addiction. However, there was a positive and significant relationship between basic psychological needs and meaning in life. In contrast, a significant negative relationship between meaning in life and online gaming addiction was found. These findings demonstrate the importance of meaning in life in preventing online gaming addiction among adolescents. A study by Kaya ( 2021 ) on adolescent online gaming addiction found that as the level of online gaming addiction decreased, the level of meaning in life increased. These results suggest that meaning in life affects online gaming addiction as a cause and consequence. Considering that having a meaningful life increases resilience (Batmaz et al., 2021 ; Doğrusever et al., 2022 ), low resilience increases gaming addiction (Canale et al., 2019 ), and gaming addiction reduces happiness (Kaya, 2021 ; Turan, 2021 ), meaning in life seems to be an essential variable that can affect gaming addiction.

What makes the present study unique to the online gaming addiction literature is that responsibility and meaning in life had a serial mediating effect on the relationship between basic psychological needs and online gaming addiction. In other words, the results indicated that the relationship between relatedness, competence, and autonomy with online gaming addiction was partially mediated by meaning in life and responsibility. This finding suggests that the need for autonomy, competence, and relatedness increases the level of meaning in life, which in turn reduces online game addiction. Similarly, online game addiction can decrease as the need for autonomy, competence, and relatedness increases the level of responsibility. In addition, based on the serial mediation effect, it suggests that meeting the need for autonomy, competence, and relatedness can reduce adolescents’ online game addiction by increasing their meaning in life and their level of responsibility.

To the best of the authors’ knowledge, the present study is the first to examine the mediating role of responsibility and meaning in life between basic psychological needs and online gaming addiction. The associations between these variables provide greater understanding and knowledge concerning online gaming addiction and provide additional insight into the significant causes that underlie playing games online (which may be potential factors in the acquisition, development, and maintenance of online gaming addiction among adolescents). Moreover, fulfilling basic psychological needs appears to increase responsibility and meaning in life and reduce susceptibility to online gaming addiction. The findings enrich the literature because it suggests new protective factors that might prevent adolescents from developing online gaming addiction.

The findings offer relevant practical implications for adolescents, educators, families, private and public health institutions, and mental health professionals to assist them in designing addiction prevention strategies and policies. Results also suggest that basic psychological need satisfaction fulfilment in real life plays an important role in the development and maintenance of online gaming addiction among adolescents. Educators, parents, and adolescents could utilize awareness of the factors contributing to online gaming addiction to help them take preventive measures against it. In addition, if adolescents have high levels of responsibility and meaning in life, it may help reduce online game addiction. Considering the findings, it is recommended that mental health professionals provide training and services that increase the level of responsibility among adolescents and enable them to have meaning in their lives to prevent the onset of online gaming addiction. In addition, private and public health institutions should implement training programs to improve the skills of parents, such as digital parenting, to cope with online gaming addiction. This training should also ensure that parents behave with awareness of the basic psychological needs of adolescents in the family and that they gain thoughts and approaches that can add responsibility and meaning in life.

Limitations

As in all studies, the present study also has some limitations. The first is that the study was cross-sectional. Conducting a cross-sectional study means that causality between the study variables cannot be determined. Second, completing the survey online may have influenced respondents’ responses (with those without home Internet access unable to participate). The online data were also collected during the COVID-19 pandemic. Therefore, adolescents living in isolated environments may have increased their gaming during this period. This unusual situation may have resulted in a lower sense of responsibility and a less meaningful life. This is consistent with the present study’s findings. Another limitation is that the participants were high school students studying in different schools in Turkish provinces, so the findings are not necessarily generalizable to all Turkish schoolchildren. The sample was also limited because it did not include other education levels, such as primary and secondary schools and children from different geographical and cultural regions in Turkey and/or other countries. Future studies are needed with different age groups, such as primary school, secondary school, university students, adults, and various geographical regions in the sample groups (both in and outside Turkey). Such studies are needed to confirm the findings reported here and should include other research designs (e.g., longitudinal studies to determine causality between variables) and other types of data (e.g., qualitative interview data to attain richer data). Another limitation of the present study was that the participant’s responses were self-report and therefore subject to well-established method biases (e.g., social desirability, memory recall).

The study’s findings indicated that adolescents whose basic psychological needs were met exhibited lower levels of online gaming addiction than adolescents whose basic psychological needs were not met. Consequently, the adverse effects of online gaming addiction may be reduced by interventions that meet adolescents’ basic psychological needs. Similarly, a significant negative relationship was found between responsibility and online gaming addiction. Consequently, it appears that adolescents who fulfill the requirements of individual and social responsibilities (studying, spending time with family, going out with friends, etc.) have greater protection from the more negative effects of online gaming. However, when meaning in life and responsibility are included in the relationship between basic psychological needs and online gaming addiction, the effect of basic psychological needs on online game addiction decreases. This suggests that meaning in life and responsibility have a serial mediating role between basic psychological needs and online gaming addiction.

Data Availability

The data that support the findings of this study are available from the first author upon reasonable request.

Aboujaoude, E., Koran, L. M., Gamel, N., Large, M. D., & Serpe, R. T. (2006). Potential markers for problematic internet use: A telephone survey of 2.513 adults. CNS Spectrum, 11 (10), 750–755. https://doi.org/10.1017/S1092852900014875

Article   Google Scholar  

Akbağ, M., & Ümmet, D. (2018). Ana-babaya bağlanma ile öznel iyi oluş arasındaki ilişkide temel psikolojik ihtiyaçların doyumunun aracı rolü.  Turkish Psychological Counseling and Guidance Journal ,  8 (50), 59–85. https://dergipark.org.tr/tr/download/article-file/571505

Albayrak, A. S. (2005). Çoklu doğrusal bağlantı halinde en küçük kareler tekniğinin alternatifi yanlı tahmin teknikleri ve bir uygulama. ZKÜ Sosyal Bilimler Dergisi, 1 (1), 105–126. https://dergipark.org.tr/tr/pub/ijmeb/issue/54840/750869

Allen, J. J., & Anderson, C. A. (2018). Satisfaction and frustration of basic psychological needs in the real world and video games predict internet gaming disorder scores and well being. Computers in Human Behavior, 84 , 220–229. https://doi.org/10.1016/j.chb.2018.02.034

Amatem. (2008). Bilgisayar ve internet . Ankara: Amatem Yayınları.

Google Scholar  

American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5®) . American Psychiatric Publishing.

Book   Google Scholar  

Amini, Z., & Heidary, B. S. (2020). What components of adolescents’ responsibility are effective in preventing addiction? Advanced Biomedical Research, 9 (1), 2–8. https://doi.org/10.4103/abr.abr_204_19

Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive Behaviors, 30 (2), 252–262. https://doi.org/10.1037/adb0000160

Antunes, R., Frontini, R., Amaro, N., Salvador, R., Matos, R., Morouço, P., & Rebelo- Gonçalves, R. (2020). Exploring lifestyle habits, physical activity, anxiety and basic psychological needs in a sample of Portuguese adults during COVID-19. International Journal of Environmental Research and Public Health, 17 (12), 4360–4372. https://doi.org/10.3390/ijerph17124360

Article   CAS   Google Scholar  

Arslan, A. (2021). Ortaokul öğrencilerinde oyun bağımlılığı ile sorumluluk duygusu davranışı ve sosyal beceriler arasındaki ilişkinin incelenmesi [Unpublished master’s thesis] . İstanbul Sabahattin Zaim Üniversitesi.

Arslan, G., & Wong, P. T. (2022). Measuring personal and social responsibility: an existential positive psychology approach. Journal of Happiness and Health, 2 (1), 1–11. https://doi.org/10.47602/johah.v2i1.5

Arslan, G., & Yıldırım, M. (2021). Perceived risk, positive youth–parent relationships, and internalizing problems in adolescents: Initial development of the Meaningful School Questionnaire. Child Indicators Research, 14 (5), 1911–1929. https://doi.org/10.1007/s12187-021-09841-0

Ates, B., Kaya, A., & Tunç, E. (2018). The ınvestigation of predictors of cyberbullying and cyber victimization in adolescents. International Journal of Progressive Education, 14 (5), 103–118. https://doi.org/10.29329/ijpe.2018.157.9

Bailey, T. H., & Phillips, L. J. (2016). The influence of motivation and adaptation on students’ subjective well-being, meaning in life and academic performance. Higher Education Research & Development, 35 (2), 201–216.

Ballabio, M., Griffiths, M. D., Urbán, R., Quartiroli, A., Demetrovics, Z., & Király, O. (2017). Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study. Addiction Research & Theory, 25 (5), 397–408. https://doi.org/10.1080/16066359.2017.1305360

Başol, G., & Kaya, A. B. (2018). Motives and consequences of online game addiction: A scale development study. Archives of Neuropsychiatry, 55 (3), 225–232. https://doi.org/10.5152/npa.2017.17017

Batmaz, H., & Çelik, E. (2021). Examining the online game addiction level in terms of sensation seeking and loneliness in university students. Addicta: The Turkish Journal on Addictions, 8 (2), 126–131. https://doi.org/10.5152/ADDICTA.2021.21017

Batmaz, H., Ulusoy, Y., & İnceoğlu, F. (2020). The mediating role of digital game addiction in the correlation between cyber victimization and cyber bullying. Sciences Studies Journal, 6 (73), 5093–5108. https://doi.org/10.26449/sssj.2726

Batmaz, H., Türk, N., & Doğrusever, C. (2021). The mediating role of hope and loneliness in the relationship between meaningful life and psychological resilience in the Covid-19 Pandemic during. Anemon Muş Alparslan Üniversitesi Sosyal Bilimler Dergisi, 9 (5), 1403–1420. https://doi.org/10.18506/anemon.895199

Baumeister, R. F., & Vohs, K. D. (2002). The pursuit of meaningfulness in life. In: In C. R. Snyder & S. J. Lopez (Eds.), Handbook of Positive Psychology , (pp. 608–618). Oxford University Press

Bayraktar, G., Tozoğlu, E., Gülbahçe, Ö., Öztürk, M. E., & Gülbahçe, A. (2016). Üniversite öğrencilerinin bireysel sosyal sorumluluk düzeylerinin spor ve farklı değişkenler açısından incelenmesi. Uluslararası Hakemli Akademik Spor Sağlık Ve Tıp Bilimleri Dergisi, 18 , 77–88.

Bekir, S., & Çelik, E. (2019). Examining the factors contributing to adolescents’ online game addiction. Anales De Psicología/annals of Psychology, 35 (3), 444–452. https://doi.org/10.6018/analesps.35.3.323681

Berkowitz, L., & Daniels, L. R. (1963). Responsibility and dependency. The Journal of Abnormal and Social Psychology, 66 (5), 429–436. https://doi.org/10.1037/h0049250

Beranuy, M., Machimbarrena, J. M., Asunción Vega-Osés, M., Carbonell, X., Griffiths, M. D., Pontes, H. M., & González-Cabrera, J. (2020). Spanish validation of the Internet Gaming Disorder Scale-Short Form (IGDS9-SF): Prevalence and relationship with online gambling and quality of life. International Journal of Environmental Research and Public Health, 17 (5), 1562–1577. https://doi.org/10.3390/ijerph17051562

Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43 , 242–250. https://doi.org/10.1016/j.chb.2014.10.055

Brassai, L., Piko, B. F., & Steger, M. F. (2011). Meaning in life: Is it a protective factor for adolescents’ psychological health? International Journal of Behavioral Medicine, 18 (1), 44–51. https://doi.org/10.1007/s12529-010-9089-6

Bugdayci, S. (2019). Examining personal and social responsibility levels of secondary school students. Universal Journal of Educational Research, 7 (1), 206–210. https://doi.org/10.13189/ujer.2019.070126

Büyüköztürk, Ş. (2016). Data analysis handbook for social sciences (22nd ed.). Pegem Akademi Publishing.

Canale, N., Marino, C., Griffiths, M. D., Scacchi, L., Monaci, M. G., & Vieno, A. (2019). The association between problematic online gaming and perceived stress: The moderating effect of psychological resilience. Journal of Behavioral Addictions, 8 (1), 174–180. https://doi.org/10.1556/2006.8.2019.01

Canoğulları, Ö. (2014). İnternet bağımlılık düzeyleri farklı ergenlerin cinsiyetlerine göre psikolojik ihtiyaçları, sosyal kaygıları ve anne baba tutum algılarının incelenmesi . (Unpublished Master's thesis), Çukurova Üniversitesi, Adana

Cantarero, K., Van Tilburg, W. A., & Smoktunowicz, E. (2021). Affirming basic psychological needs promotes mental well-being during the COVID-19 outbreak. Social Psychological and Personality Science, 12 (5), 821–828. https://doi.org/10.1177/1948550620942708

Çelik, N. D., & Gazioğlu, E. İ. (2017). Üst-düzey kişilik faktörleri ve yaşamda anlam: temel psikolojik ihtiyaçlarin araci rolü. Balıkesir Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, 20 (38), 11–32. https://doi.org/10.31795/baunsobed.645147

Chamarro, A., Oberst, U., Cladellas, R., & Fuster, H. (2020). Effect of the frustration of psychological needs on addictive behaviors in mobile videogamers—The mediating role of use expectancies and time spent gaming. International Journal of Environmental Research and Public Health, 17 (17), 6429. https://doi.org/10.3390/ijerph17176429

Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126 , 106974. https://doi.org/10.1016/j.chb.2021.106974

Chiou, W. B., & Wan, C. S. (2007). Using cognitive dissonance to induce adolescents’ escaping from the claw of online gaming: The roles of personal responsibility and justification of cost. CyberPsychology & Behavior, 10 (5), 663–670. https://doi.org/10.1089/cpb.2007.9972

Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and Clinical Neurosciences, 63 , 455–462. https://doi.org/10.1111/j.1440-1819.2009.01925.x

Cohen, J. (2013). Statistical power analysis for the behavioral sciences . Routledge.

Columb, D., Griffiths, M. D., & O’Gara, C. (2022). Online gaming and gaming disorder: More than just a trivial pursuit. Irish Journal of Psychological Medicine, 39 (1), 1–7. https://doi.org/10.1017/ipm.2019.31

Cómez-Mármol, A., Martínez, B. J., Sánchez, E. D., Valero, A., & González-Víllora, S. (2017). Personal and social responsibility development through sport participation in youth scholars. Journal of Physical Education and Sport, 17 (2), 775–782. https://doi.org/10.7752/jpes.2017.02118

Corey, G. (2015). Theory and practice of counseling and psychotherapy. Nelson Education.

Cüceloğlu, D. (2015). Anlamlı ve coşkulu bir yaşam için savaşçı . Remzi Kitabevi.

De Pasquale, C., Sciacca, F., Martinelli, V., Chiappedi, M., Dinaro, C., & Hichy, Z. (2020). Relationship of internet gaming disorder with psychopathology and social adaptation in Italian young adults. International Journal of Environmental Research and Public Health, 17 (21), 8201. https://doi.org/10.3390/ijerph17218201

Debats, D. L., Van der Lubbe, P. M., & Wezeman, F. R. (1993). On the psychometric properties of the Life Regard Index (LRI): A measure of meaningful life: An evaluation in three independent samples based on the Dutch version. Personality and Individual Differences, 14 (2), 337–345. https://doi.org/10.1016/0191-8869(93)90132-M

Deci, E. L., & Ryan, R. M. (2000). The” what” and” why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11 (4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01

Deci, E. L., & Ryan, R. M. (2011). Levels of analysis, regnant causes of behavior and well-being: The role of psychological needs. Psychological Inquiry, 22 (1), 17–22. https://doi.org/10.1080/1047840X.2011.545978

Demirbaş-Çelik, N., & İşmen-Gazioğlu, E. (2015). Meaning in life questionnaire high school form: Turkish validity and reliability. Mehmet Akif Ersoy University Journal of Education Faculty, 33 , 42–60.

Dinçer, B., & Kolan, H. İ. (2020). Ortaokul öğrencilerinin bilgisayar oyun bağımlılığı düzeyleri ile sorumluluk davranışı arasındaki ilişki. Kastamonu Eğitim Dergisi, 28 (6), 2319–2330. https://doi.org/10.24106/kefdergi.833550

Dindar, M. (2018). Do people play MMORPGs for extrinsic or intrinsic rewards? Telematics and Informatics, 35 (7), 1877–1886. https://doi.org/10.1016/j.tele.2018.06.001

Doğan, D. A., & Pamuk, İ. (2022). Uzaktan eğitim sürecinde ergenlerin çevrimiçi oyunlara yönelik deneyimleri: Fenomenolojik bir araştırma. International Journal of Social Sciences and Education Research, 8 (1), 71–86. https://doi.org/10.24289/ijsser.1032025

Doğrusever, C., Türk, N., & Batmaz, H. (2022). The mediating role of meaningful life in the relationship between self-esteem and psychological resilience. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 23 (2), 910–928. https://doi.org/10.17679/inuefd.1029866

Dökmen, Ü. (2019). Varolmak gelişmek uzlaşmak , İstanbul, Remzi Kitapevi.

Douglass, N. H. (2001). Saygı ve sorumluluk eğitiminde yeni yaklaşımlar . Nobel Yayınları. Dökmen, Ü. (2019). Varolmak, gelişmek, uzlaşmak . Sistem Yayıncılık

Dursun, A., & Çapan, B. E. (2018). Ergenlerde dijital oyun bağımlılığı ve psikolojik ihtiyaçlar. İnönü Üniversitesi Eğitim Fakültesi Dergisi, 19 (2), 128–140. https://doi.org/10.17679/inuefd.336272

Eakman, A. M. (2013). Relationships between meaningful activity, basic psychological needs, and meaning in life: Test of the meaningful activity and life meaning model. OTJR: Occupation, Participation and Health, 33 (2), 100–109. https://doi.org/10.3928/15394492-20130222-02

Erevik, E. K., Landrø, H., Mattson, Å. L., Kristensen, J. H., Kaur, P., & Pallesen, S. (2022). Problem gaming and suicidality: A systematic literature review. Addictive Behaviors Reports, 15 , 100419. https://doi.org/10.1016/j.abrep.2022.100419

Erikson, E. (1968). Identity, youth and crisis . Norton.

Frankl, V. (1969). The will to meaning . New American Library.

Frankl, V. E. (2009). İnsanın anlam arayışı . Okuyan Us Yayıncılık.

Gao, Q., Zheng, H., Sun, R., & Lu, S. (2022). Parent-adolescent relationships, peer relationships and adolescent mobile phone addiction: The mediating role of psychological needs satisfaction. Addictive Behaviors, 129 , 107260. https://doi.org/10.1016/j.addbeh.2022.107260

Geçtan, E. (2006). İnsan olmak (5. Baskı). Metis

George, D. (2010). SPSS for windows step by step: A simple study guide and reference, 17.0 update (10th ed.). Pearson

Glasser, W. (2005). Responsibility, respect and relationships: Creating emotionally safe classrooms . Quality Educational Programs Inc.

Griffiths, M. D. (2017). Behavioural addiction and substance addiction should be defined by their similarities not their dissimilarities. Addiction, 112 (10), 1718–1720. https://doi.org/10.1111/add.13828

Griffiths, M. D. (2022). Online gaming addiction in youth: Some comments on Rosendo-Rios et al. (2022). Addictive Behaviors, 130 , 107311. https://doi.org/10.1016/j.addbeh.2022.107311

Gugliandolo, M. C., Costa, S., Kuss, D. J., Cuzzocrea, F., & Verrastro, V. (2020). Technological addiction in adolescents: The interplay between parenting and psychological basic needs. International Journal of Mental Health and Addiction, 18 (5), 1389–1402. https://doi.org/10.1007/s11469-019-00156-4

Haberlin, K. A., & Atkin, D. J. (2022). Mobile gaming and Internet addiction: When is playing no longer just fun and games? Computers in Human Behavior, 126 , 106989. https://doi.org/10.1016/j.chb.2021.106989

Hayes, A. F. (2018). Partial, conditional, and moderated moderated mediation: Quantification, inference, and interpretation. Communication Monographs, 85 (1), 4–40. https://doi.org/10.1080/03637751.2017.1352100

Herodotou, C., Winters, N., & Kambouri, M. (2012). A motivationally oriented approach to understanding game appropriation. International Journal of Human-Computer Interaction, 28 (1), 34–47. https://doi.org/10.1080/10447318.2011.566108

Holdorf, W. E., & Greenwald, J. M. (2018). Toward a taxonomy and unified construct of responsibility. Personality and Individual Differences, 132 , 115–125. https://doi.org/10.1016/j.paid.2018.05.028

Hui, B. P. H., Wu, A. M., Siu, N. Y., Chung, M. L., & Pun, N. (2019). The effects of need satisfaction and dissatisfaction on flourishing among young Chinese gamers: The mediating role of internet gaming disorder. International Journal of Environmental Research and Public Health, 16 (22), 4367. https://doi.org/10.3390/ijerph16224367

Hussain, Z., Griffiths, M. D., & Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20 (5), 359–371. https://doi.org/10.3109/16066359.2011.640442

İhsan, S., Yenigün, Ö., Altıncı, E. E., & Öztürk, A. (2011). Temel psikolojik ihtiyaçların tatmininin genel öz yeterlik ve sürekli kaygı üzerine etkisi (Sakarya Üniversitesi Spor Yöneticiliği Bölümü örneği). Spormetre Beden Eğitimi Ve Spor Bilimleri Dergisi, 9 (4), 149–156. https://doi.org/10.1501/Sporm_0000000212

Jim, H. S., Richardson, S. A., Golden-Kreutz, D. M., & Andersen, B. L. (2006). Strategies used in coping with a cancer diagnosis predict meaning in life for survivors. Health Psychology, 25 , 753–761. https://doi.org/10.1037/0278-6133.25.6.753

Karaca, S., Karakoc, A., Can Gurkan, O., Onan, N., & Unsal Barlas, G. (2020). Investigation of the online game addiction level, sociodemographic characteristics and social anxiety as risk factors for online game addiction in middle school students. Community Mental Health Journal, 56 (5), 830–838. https://doi.org/10.1007/s10597-019-00544-z

Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31 , 118–122. https://doi.org/10.1016/j.chb.2013.10.017

Kaya, A. (2021). Adölesanlarda dijital oyun bağımlılığının mutluluk ve yaşamın anlamına etkisi. Bağımlılık Dergisi, 22 (3), 297–304. https://doi.org/10.51982/bagimli.902685

Kesici, A. (2018). Lise öğrencilerinin sorumluluk düzeylerinin çeşitli değişkenlere göre incelenmesi. Gazi Üniversitesi Gazi Eğitim Fakültesi Dergisi, 38 (3), 965–985.

Kesici, A. (2020). The effect of conscientiousness and gender on digital game addiction in high schoolstudents. Journal of Education and Future, 18 , 43–53.

Kesici, Ş, et al. (2003). Temel psikolojik ihtiyaçlar ölçeğinin geçerlik ve güvenirliği . Malatya, Turkey: VII. National PDR Congress İnönü University.

Kilinç, Z., & Gürer, B. (2019). Doğa sporları yapanların temel psikolojik ihtiyaçlarının zihinsel dayanıklılığa etkisi. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi, 14 (2), 222–233. https://doi.org/10.33459/cbubesbd.576242

Kim, D., Nam, J. K., & Keum, C. (2022). Adolescent internet gaming addiction and personality characteristics by game genre. PloS One, 17 (2), e0263645. https://doi.org/10.1371/journal.pone.0263645

King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of internet gaming disorder. Clinical Psychology Review, 34 (4), 298–308. https://doi.org/10.1016/j.cpr.2014.03.006

King, L. A., & Hicks, J. A. (2021). The science of meaning in life. Annual Review of Psychology, 72 , 561–584. https://doi.org/10.1146/annurev-psych-072420-122921

Király, O., Urbán, R., Griffiths, M. D., Ágoston, C., Nagygyörgy, K., Kökönyei, G., & Demetrovics, Z. (2015). The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: An online survey. Journal of Medical Internet Research, 17 (4), e3515. https://doi.org/10.2196/jmir.3515

Kokkini, V., Tseliou, E., Abakoumkin, G., & Bozatzis, N. (2022). “Immersed in world of warcraft”: A discursive study of identity management talk about excessive online gaming. Journal of Language and Social Psychology, 41 (5), 590–612. https://doi.org/10.1177/0261927X211067820

Kuss, D. J., & Billieux, J. (2017). Technological addictions: Conceptualisation, measurement, etiology and treatment. Addictive Behaviors, 64 , 231–233.

Kuss, D. J., Dunn, T. J., Wӧlfling, K., Müller, K. W., Hędzelek, M., & Marcinkowski, J. (2017). Excessive Internet use and psychopathology: the role of coping.  Clinical Neuropsychiatry, 14 (1), 73–81. https://irep.ntu.ac.uk/id/eprint/28364

Larrieu, M., Billieux, J., & Decamps, G. (2022). Problematic gaming and quality of life in online competitive videogame players: Identification of motivational profiles. Addictive Behaviors, 133 , 107363. https://doi.org/10.1016/j.addbeh.2022.107363

Lee, Y. S., Han, D. H., Yang, K. C., Daniels, M. A., Na, C., Kee, B. S., & Renshaw, P. F. (2008). Depression like characteristics of 5HTTPLPR polymorphism and temperament in excessive internet users. Journal of Affective Disorders, 109 , 165–169. https://doi.org/10.1016/j.jad.2007.10.020

Lee, J. Y., Ko, D. W., & Lee, H. (2019). Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model. Internet Research, 29 (2), 381–394. https://doi.org/10.1108/IntR-01-2018-0020

Lelonek-Kuleta, B., Bartczuk, R. P., & Wiechetek, M. (2021). Pay for play–Behavioural patterns of pay-to-win gaming. Computers in Human Behavior, 115 , 106592. https://doi.org/10.1016/j.chb.2020.106592

Levine, S. L., Brabander, C. J., Moore, A. M., Holding, A. C., & Koestner, R. (2022). Unhappy or unsatisfied: Distinguishing the role of negative affect and need frustration in depressive symptoms over the academic year and during the COVID-19 pandemic. Motivation and Emotion, 46 (1), 126–136. https://doi.org/10.1007/s11031-021-09920-3

Liang, Q., Yu, C., Xing, Q., Liu, Q., & Chen, P. (2021). The influence of parental knowledge and basic psychological needs satisfaction on peer victimization and internet gaming disorder among Chinese adolescents: A mediated moderation model. International Journal of Environmental Research and Public Health, 18 (5), 2397. https://doi.org/10.3390/ijerph18052397

Liu, D., Wang, Z., Yang, X., Zhang, Y., Zhang, R., & Lin, S. (2021). Perceived autonomy-supportive parenting and internet addiction: Respiratory sinus arrhythmia moderated the mediating effect of basic psychological need satisfaction. Current Psychology, 40 (9), 4255–4264. https://doi.org/10.1007/s12144-019-00485-6

Luciana, R. P. (2010). One minute more: Adolescent addiction for virtual world. Procedia-Social and Behavioral Sciences, 2 (2), 3706–3710. https://doi.org/10.1016/j.sbspro.2010.03.576

Marcia, J. E. (1980). Identity in adolescence. In J. Adelson (Ed.), Handbook of adolescent psychology (pp. 159–187). Wiley.

Martins, P., Rosado, A., Ferreira, V., & Biscaia, R. (2015). Examining the validity of the personal-social responsibility questionnaire among athletes. Motriz: Revista de Educação Física, 21 (3), 321–328. https://doi.org/10.1590/S1980-65742015000300014

Martins, P., Rosado, A., Ferreira, V., & Biscaia, R. (2017). Personal and social responsibility among athletes: The role of self-determination, achievement goals and engagement. Journal of Human Kinetics, 57 (1), 39–50. https://doi.org/10.1515/hukin-2017-0045

Mascaro, N., & Rosen, D. H. (2005). Existential meaning’s role in the enhancement of hope and prevention of depressive symptoms. Journal of Personality, 73 (4), 985–1014. https://doi.org/10.1111/j.1467-6494.2005.00336.x

Matsumoto, D. (2009). The Cambridge dictionary of psychology . Cambridge University Press.

McInroy, L. B., & Mishna, F. (2017). Cyberbullying on online gaming platforms for children and youth. Child and Adolescent Social Work Journal, 34 (6), 597–607. https://doi.org/10.1007/s10560-017-0498-0

Mergler, A., & Shield, P. (2016). Development of the Personal Responsibility Scale for adolescents. Journal of Adolescence, 100 (51), 50–57. https://doi.org/10.1016/j.adolescence.2016.05.011

Mills, D. J., & Allen, J. J. (2020). Self-determination theory, internet gaming disorder, and the mediating role of self-control. Computers in Human Behavior, 105 , 106209. https://doi.org/10.1016/j.chb.2019.106209

Mills, D. J., Milyavskaya, M., Heath, N. L., & Derevensky, J. L. (2018). Gaming motivation and problematic video gaming: The role of needs frustration. European Journal of Social Psychology, 48 (4), 551–559. https://doi.org/10.1002/ejsp.2343

Monacis, L., de Palo, V., Griffiths, M. D., & Sinatra, M. (2017). Exploring individual differences in online addictions: The role of identity and attachment. International Journal of Mental Health and Addiction, 15 (4), 853–868. https://doi.org/10.1007/s11469-017-9768-5

Mun, I. B., & Lee, S. (2022). A longitudinal study of the impact of parental loneliness on adolescents’ online game addiction: The mediating roles of adolescents’ social skill deficits and loneliness. Computers in Human Behavior, 136 , 107375. https://doi.org/10.1016/j.chb.2022.107375

Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M. Y. (2016). Video games as meaningful entertainment experiences. Psychology of Popular Media Culture, 5 (4), 390–405. https://doi.org/10.1037/ppm0000066

Orkibi, H., & Ronen, T. (2017). Basic psychological needs satisfaction mediates the association between self-control skills and subjective well-being. Frontiers in Psychology, 8 , 936. https://doi.org/10.3389/fpsyg.2017.00936

Özen, Y. (2011). Sorumluluk eğitimi . Nobel Yayın Dağıtım.

Özen, Y. (2013). Sorumluluk duygusu ve davranışı ölçeğinin geliştirilmesi güvenirliği ve geçerliği. Gümüshane University Electronic Journal of the Institute of Social Science, 4 (7), 343–356.

Park, C. L. (2010). Making sense of the meaning literature: An integrative review of meaning making and its effects on adjustment to stressful life events. Psychological Bulletin, 136 , 257–301. https://doi.org/10.1037/a0018301

Piri, Z., Majd, M. A., Bazzazyan, S., & ve Ghamari, M. (2018). The mediating role of coping strategies in relation with psychological needs and internet addiction among college student. International Journal of Applied Behavioral Sciences, 5 (3), 9–17. https://doi.org/10.22037/ijabs.v5i3.24194

Preacher, K. J., & Hayes, A. F. (2008). Asymptotic and resampling strategies for assessing and comparing indirect effects in multiple mediator models. Behavior Research Methods, 40 (3), 879–891.

Purwaningsih, E., & Nurmala, I. (2021). The impact of online game addiction on adolescent mental health: A systematic review and meta-analysis. Open Access Macedonian Journal of Medical Sciences, 9 (F), 260–274. https://doi.org/10.3889/oamjms.2021.6234

Qiu, C., Liu, Q., Yu, C., Li, Z., & Nie, Y. (2022). The influence of meaning in life on children and adolescents’ problematic smartphone use: A three-wave multiple mediation model. Addictive Behaviors, 126 , 107199. https://doi.org/10.1016/j.addbeh.2021.107199

Rajab, A. M., Zaghloul, M. S., Enabi, S., Rajab, T. M., Al-Khani, A. M., Basalah, A., & Saquib, N. (2020). Gaming addiction and perceived stress among Saudi adolescents. Addictive Behaviors Reports, 11 , 100261. https://doi.org/10.1016/j.abrep.2020.100261

Rigby, S., & Ryan, R. M. (2017). Time well spent? Motivation for entertainment media and its eudaimonic aspects through the lens of self-determination theory. L. Reinecke, M.B. Oliver (Eds.),  The Routledge handbook of media use and well-being, international perspectives on theory and research on positive media effects (pp. 34–48). Routledge

Rigby, S., & Ryan, R. M. (2011). Glued to games: How video games draw us in and hold us spellbound: How video games draw us in and hold us spellbound . AbC-CLIo.

Robinson, S. (2009). The nature of responsibility in a professional setting. Journal of Business Ethics, 88 (1), 11–19. https://doi.org/10.1007/s10551-009-0103-3

Rosendo-Rios, V., Trott, S., & Shukla, P. (2022). Systematic literature review online gaming addiction among children and young adults: A framework and research agenda. Addictive Behaviors, 129 , 107238. https://doi.org/10.1016/j.addbeh.2022.107238

Ruyter, D. D. (2002). The virtue of taking responsibility. Educational Philosophy and Theory, 34 (1), 25–35. https://doi.org/10.1111/j.1469-5812.2002.tb00283.x

Ryan, R. M., & Deci, E. L. (2000). The darker and brighter sides of human existence: Basic psychological needs as a unifying concept. Psychological Inquiry, 11 (4), 319–338. https://doi.org/10.1207/S15327965PLI1104_03

Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness . Guilford Publications.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30 (4), 344–360. https://doi.org/10.1007/s11031-006-9051-8

Ryff, C. D. (1989). Happiness is everything, or is it? Explorations on the psychological well-being. Journal of Personality and Social Psychology, 57 , 1069–1081. https://doi.org/10.1037/0022-3514.57.6.1069

Sachdeva, A., & Verma, R. (2015). Internet gaming addiction: A technological hazard. International Journal of High Risk Behaviors & Addiction, 4 (4), e26359. https://doi.org/10.5812/ijhrba.26359

Şata, M. (2020). Nicel araştırma yaklaşımları. Oğuz, E. (Eds.), Eğitimde araştırma yöntemleri içinde (p. 77–97). Eğiten Kitap Yayıncılık

Sela, Y., Zach, M., Amichay-Hamburger, Y., Mishali, M., & Omer, H. (2020). Family environment and problematic internet use among adolescents: The mediating roles of depression and fear of missing out. Computers in Human Behavior, 106 , 106226. https://doi.org/10.1016/j.chb.2019.106226

Shahzadi, U., Koul, R. B., Haq, M. N. U., & Arshad, M. (2022). Attitude, behavior and responsibility to environmental literacy in education organization: A quantitative assessment. Indian Journal of Economics and Business, 21 (1), 709–716. http://www.ashwinanokha.com/IJEB.php

Shek, D. T., Dou, D., Zhu, X., & Chai, W. (2019). Positive youth development: Current perspectives. Adolescent Health, Medicine and Therapeutics, 10 , 131–141. https://doi.org/10.2147/AHMT.S179946

Shen, C. X., Liu, R. D., & Wang, D. (2013). Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life. Computers in Human Behavior, 29 (1), 185–192. https://doi.org/10.1016/j.chb.2012.08.004

Steger, M. F. (2012). Experiencing meaning in life. In P. T. P. Wong (Ed.), The human quest for meaning: Theories, research and applications (pp. 165–184). Taylor & Francis.

Steger, M. F., Frazier, P., Oishi, S., & Kaler, M. (2006). The Meaning in Life Questionnaire: Assessing the presence of and search for meaning in life. Journal of Counseling Psychology, 53 (1), 80–93. https://doi.org/10.1037/0022-0167.53.1.80

Subrahmanyam, K., & Šmahel, D. (2011). Constructing identity online: Identity exploration and self-presentation. In:  Digital youth  (pp. 59–80). Springer

Sun, R., Gao, Q., Xiang, Y., Chen, T., Liu, T., & Chen, Q. (2020). Parent–child relationships and mobile phone addiction tendency among Chinese adolescents: The mediating role of psychological needs satisfaction and the moderating role of peer relationships. Children and Youth Services Review, 116 , 105113. https://doi.org/10.1016/j.childyouth.2020.105113

Tamborini, R., Grizzard, M., Bowman, N. D., Reinecke, L., Lewis, R. J., & Eden, A. (2011). Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. Journal of Communication, 61 (6), 1025–1042. https://doi.org/10.1111/j.1460-2466.2011.01593.x

Tanhan, F., & Özlem, A. (2015). Siber kimliklerin kişiliğe yansıması: Proteus etki (tanımı, nedenleri ve önlenmesi). Online Journal of Technology Addiction and Cyberbullying, 2 (2), 1–19.

Taylı, A. (2006). Akran yardımcılığı uygulaması aracılığıyla lise öğrencilerinde kişisel ve sosyal sorumluluğun arttırılması. [Unpublished doctoral thesis]. Gazi Üniversitesi, Eğitim Bilimleri Enstitüsü. Ankara

Taylı, A. (2013). Sorumluluğun bazı değişkenler açısından değerlendirilmesi. Muğla Sıtkı Koçman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi , 30, 68–84. https://dergipark.org.tr/en/pub/musbed/issue/23302/248613

Tazegül, Ü. (2014). Sporun kişilik üzerindeki etkisinin araştırılması. Journal of Academic Social Science Studies, 25 , 537–544.

Thatcher, A., Wretschko, G., & Fridjhon, P. (2008). Online flow experiences, problematic Internet use and Internet procrastination. Computers in Human Behavior, 24 (5), 2236–2254.

Turan, M. E. (2021). Empathy and video game addiction in adolescents: Serial mediation by psychological resilience and life satisfaction. International Journal of Progressive Education, 17 (4), 282–296. https://doi.org/10.29329/ijpe.2021.366.17

Wang, Q., Luo, X., Tu, R., Xiao, T., & Hu, W. (2022). COVID-19 information overload and cyber aggression during the pandemic lockdown: The mediating role of depression/anxiety and the moderating role of Confucian responsibility thinking. International Journal of Environmental Research and Public Health, 19 (3), 1540. https://doi.org/10.3390/ijerph19031540

Wartberg, L., Kriston, L., & Kammerl, R. (2017). Associations of social support, friends only known through the internet, and health-related quality of life with internet gaming disorder in adolescence. Cyberpsychology, Behavior, and Social Networking, 20 (7), 436–441. https://doi.org/10.1089/cyber.2016.0535

Wei, H. T., Chen, M. H., Huang, P. C., & Bai, Y. M. (2012). The association between online gaming, social phobia, and depression: An internet survey. BMC Psychiatry, 12 (1), 1–7. https://doi.org/10.1186/1471-244X-12-92

Weinstein, N., Ryan, R. M., & Deci, E. L. (2012). Motivation, meaning, and wellness: A self-determination perspective on the creation and internalization of personal meanings and life goals. In P. T. P. Wong (Ed.), The human quest for meaning (pp. 127–152). Routledge. https://doi.org/10.4324/9780203146286-13

Chapter   Google Scholar  

Widyanto, L., & Griffiths, M. (2006). Internet addiction: A critical review. International Journal Mental Health and Addiction, 4 , 31–51. https://doi.org/10.1007/s11469-006-9009-9

Wong, P. T. (2010). The PURE way for a better marriage . International Network on Personal Meaning.

Wong, P. T. P. (2019). What is the greatest need today? Responsibility is the key to surviving and thriving in dangerous times . Retrieved from:  http://www.drpaulwong.com/what-is-the-greatest-need-todayresponsibility-is-the-key-to-surviving-and-thriving-in-dangerous-times/ . Accessed 30 Nov 2022

Wongpakaran, N., Wongpakaran, T., Pinyopornpanish, M., Simcharoen, S., & Kuntawong, P. (2021). Loneliness and problematic internet use: Testing the role of interpersonal problems and motivation for internet use. BMC Psychiatry, 21 (1), 447. https://doi.org/10.1186/s12888-021-03457-y

World Health Organization (2019). International Classification of Diseases (ICD). Groups that were involved in ICD-11 Revision Process . Retrieved from:  https://www.who.int/standards/classifications/classification-of-diseases . Accessed 30 Nov 2022

Wray-Lake, L., & Syvertsen, A. K. (2011). The developmental roots of social responsibility in childhood and adolescence. New Directions for Child and Adolescent Development, 2011 (134), 11–25. https://doi.org/10.1002/cd.308

Wu, A. M., Lei, L. L., & Ku, L. (2013). Psychological needs, purpose in life, and problem video game playing among Chinese young adults. International Journal of Psychology, 48 (4), 583–590. https://doi.org/10.1080/00207594.2012.658057

Xiao, X., & Zheng, X. (2022). The effect of parental phubbing on depression in Chinese junior high school students: The mediating roles of basic psychological needs satisfaction and self-esteem. Frontiers in Psychology, 13 , 868354. https://doi.org/10.3389/fpsyg.2022.868354

Yalom, I. D. (2020). Existential psychotherapy . Hachette UK.

Yang, J., Ti, Y., & Ye, Y. (2022). Offline and online social support and short-form video addiction among Chinese adolescents: The mediating role of emotion suppression and relatedness needs. Cyberpsychology, Behavior, and Social Networking, 25 (5), 316–322. https://doi.org/10.1089/cyber.2021.0323

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9 (6), 772–775. https://doi.org/10.1089/cpb.2006.9.772

Yıkılmaz, M., & Demir-Güdül, M. (2015). Üniversite öğrencilerinde yaşam doyumu, yaşamda anlam ve bilinçli farkındalık arasındaki ilişkiler. Ege Eğitim Dergisi, 16 (2), 297–315. https://doi.org/10.12984/eed.09530

Yıldırım, E., & Zeren, Ş. G. (2021). Video game addiction in Turkey: Does it correlate between basic psychological needs and perceived social support? Psycho-Educational Research Reviews, 10 (2), 106–117. From: https://eric.ed.gov/?id=EJ1311681

Yough, M., Gilmetdinova, A., & Finney, E. (2022). Teaching the English language learner at the elementary school: Sense of responsibility in an ill-defined role. Journal of Language, Identity & Education, 21 (2), 99–115. https://doi.org/10.1080/15348458.2020.1791707

Young, K. S., & Rodgers, R. C. (2009). The relationship between depression and internetaddiction. CyberPsychology & Behavior, 1 (1), 25–28. https://doi.org/10.1089/cpb.1998.1.25

Young, K. S. (2009). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior , 11, 237–244. https://doi.org/10.1089/cpb.1998.1.237

Young-Ju, J., Ae-Kyung, C., Jeong-Jin, K., & ve Min-Yeong, L. (2018). Identification of the structural relationship of basic psychological needs and Facebook addiction and continuance. Journal of the Institute of Internet, Broadcasting and Communication, 16 (1), 183–191. https://doi.org/10.7236/JIIBC.2016.16.1.183

Yu, C., Li, X., & Zhang, W. (2015). Predicting adolescent problematic online game use from teacher autonomy support, basic psychological needs satisfaction, and school engagement: A 2-year longitudinal study. Cyberpsychology, Behavior, and Social Networking, 18 (4), 228–233. https://doi.org/10.1089/cyber.2014.0385

Zeren, ŞG., & ve Can, S. (2019). Ergenlerin akademik erteleme davranışlarını açıklamada internet bağımlığı ve temel psikolojik ihtiyaçların rolü. Çukurova Üniversitesi Eğitim Fakültesi Dergisi, 48 (2), 1012–1040.

Zhang, M. X., Wang, X., Shu, M. Y., & Wu, A. M. (2019). Purpose in life, social support, and internet gaming disorder among Chinese university students: A 1-year follow-up study. Addictive Behaviors, 99 , 106070. https://doi.org/10.1016/j.addbeh.2019.106070

Zhang, S., Feng, R., Fu, Y. N., Liu, Q., He, Y., Turel, O., & He, Q. (2022). The bidirectional relationship between basic psychological needs and meaning in life: A longitudinal study. Personality and Individual Differences, 197 , 111784. https://doi.org/10.1016/j.paid.2022.111784

Zhao, H., Li, X., Zhou, J., Nie, Q., & Zhou, J. (2020). The relationship between bullying victimization and online game addiction among Chinese early adolescents: The potential role of meaning in life and gender differences. Children and Youth Services Review, 116 , 105261. https://doi.org/10.1016/j.childyouth.2020.105261

Download references

Acknowledgements

We are grateful to the individuals all participants who participated in this study.

Author information

Authors and affiliations.

Department of Guidance and Psychological Counselling, Ağrı İbrahim Çeçen University, Ağrı, Turkey

Alican Kaya

Department of Guidance and Psychological Counselling, Siirt University, Siirt, Turkey

Department of Guidance and Psychological Counselling, Sakarya University PhD Student, Sakarya, Turkey

Hasan Batmaz

International Gaming Research Unit, Psychology Department, Nottingham Trent University, 50 Shakespeare Street, Nottingham, NG1 4FQ, UK

Mark D. Griffiths

You can also search for this author in PubMed   Google Scholar

Contributions

Study conception/design: AK, HB, NT, and MDG. Data collection: AK, HB, and NT. analysis: AK and HB. Drafting of manuscript: AK, HB, NT, and MDG. Editing: MDG. Statistical expertise: AK and HB. Administrative/technical/material support: HB and HYK.

Corresponding author

Correspondence to Mark D. Griffiths .

Ethics declarations

Ethical approval.

All procedures performed in this study involving human participants were in accordance with the ethical standards of University’s Research Ethics Board and with the 1975 Helsinki Declaration.

Informed Consent

Informed consent was obtained from all participants.

Conflict of Interest

The authors declare no competing interests except for MDG. MDG’s university has received research funding from Norsk Tipping (the gambling operator owned by the Norwegian Government). MDG has also received funding for a number of research projects in the area of gambling education for young people, social responsibility in gambling and gambling treatment from Gamble Aware (formerly the Responsible Gambling Trust) , a charitable body which funds its research program based on donations from the gambling industry. MDG regularly undertakes consultancy for various gambling companies in the area of player protection and social responsibility in gambling.

Additional information

Publisher's note.

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Rights and permissions

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ .

Reprints and permissions

About this article

Kaya, A., Türk, N., Batmaz, H. et al. Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility. Int J Ment Health Addiction (2023). https://doi.org/10.1007/s11469-022-00994-9

Download citation

Accepted : 15 December 2022

Published : 10 January 2023

DOI : https://doi.org/10.1007/s11469-022-00994-9

Share this article

Anyone you share the following link with will be able to read this content:

Sorry, a shareable link is not currently available for this article.

Provided by the Springer Nature SharedIt content-sharing initiative

  • Basic psychological needs
  • Online gaming addiction
  • Responsibility
  • Meaning in life
  • Find a journal
  • Publish with us
  • Track your research
  • Skip to main content
  • Skip to secondary menu
  • Skip to primary sidebar
  • Skip to footer

A Plus Topper

Improve your Grades

Essay on Video Games Addiction | Video Games Addiction Essay for Students and Children in English

February 14, 2024 by Prasanna

Essay on Video Games Addiction: In a world where the youth are already struggling with different types of addictions, the emergence of video game addictions is an unwelcome addition. Every day there seems to be a rise in the number of video game addicts. Be it children, teenagers, and even adults. Video games are very entertaining and can hook anyone of any age in. Especially since a person’s emotions are involved in it. It is very easy to get hooked and spend hours and hours playing video games.

There needs to be regulation of the time spent playing video games and intervention from friends and family if they see someone whose life revolves around the video games they play. Addictions do not affect only the person who is addicted. Like any other, this addiction can take over a person’s life and affect their education, work, family life, and the lives of those who love them.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games Addiction for Students and Kids in English

We provide children and students with essay samples on a long essay of 500 words and a short essay of 150 words on the topic “Video Game Addiction” for reference.

Short Essay on Video Games Addiction 150 Words in English

Short Essay on Video Games Addiction is usually given to classes 1, 2, 3, 4, 5, and 6.

Video games are a great source of entertainment and a way to fight boredom. They also help people wind down and relax after a stressful day at work. Gaming communities can also often be a safe space for individuals to make friends and interact with peers. However, there are also negative consequences of spending too much time playing video games. Gamer Rage is a well-known thing that can have adverse effects. Individuals that experience this can end up destroying things at home and even hurting family members.

In other words, excessive gaming can cause great harm. People who spend hours and hours on end playing video games can lose their bearings in the real world when they get off the game. They can find themselves disoriented and unable to function normally. This means that there must be some self-control when gaming, not to let it consume a person’s life.

Introduction

Video game addiction is as harmful an addiction as any other. Individuals even suffer from withdrawal syndrome if they are away from their consoles or systems for too long. Those who are addicted end up playing video games for multiple hours at a stretch without taking a break except for something necessary.

Most video games rely on the gamer coming back to beat the next high score or make the next discovery for open-world games. For those who are a part of gaming communities, it is about beating the next team together and gaining more resources or whatever else it is that is required in the game to advance. This is especially true for role-playing games where the player can customize their character and interact with others.

One of the main problems resulting from excessive gaming is gamer rage that comes from frustration and anger when a player cannot beat their opponent. It results in swearing and abusing opponents and family members verbally. They also sometimes end up attacking family members if the game happens to be cut short or if they are asked to leave the game to tend to their other duties for some time.

Physical Consequences

This addiction can result in carpal tunnel syndrome, poor eyesight, migraines, backaches, pain from poor posture, and even obesity and cardiovascular diseases. With a lack of routine in the outside world, it can have significant physical consequences.

Those who play video games need to be mindful of the amount of time that is spent. They also need to be careful that they do not neglect other responsibilities that they may have. Especially for those who have young children at home that cannot be ignored.

Long Essay on Video Games Addiction 500 Words in English

Long Essay on Video Games Addiction is usually given to classes 7, 8, 9, and 10.

Video games are a fun and entertaining way to relax. They help people who are isolated to form friends and be a part of a community. There are many stories where children with developmental issues learn how to interact and be a part of society. It helps them with brain development and helps them grow in many ways. However, there is a downside to it, with excessive gaming that can result in addiction. This is an extreme that we cannot go to as it harms everyone involved.

Massive Multiplayer Online Role-Playing Games play a huge role in players that get addicted to gaming. In this sort of gaming, the player can create their character and play with others on quests to get better gear. These are games that one pays for, which means that there is a waste of money if a person isn’t playing. That, coupled with how enjoyable the game is, can result in players playing for hours on end. The visuals’ effects and quality are generally very high in these, which makes gameplay all the more captivating. It is difficult for players to reorient themselves when they come back to the real world.

As unique and fun as the games are, this is also a problem that needs to be addressed. Precisely because the games are so enjoyable that players find it difficult to disconnect and be a part of the real world.

Social Consequences

People often find a way to balance their time to either go to work or school, finish what they have to do, come home, and spend all their time playing games. Often they think that this is a good compromise. It is not.

It is not healthy to divide life between the two in that manner. There needs to be a balance where individuals spend time with their family and friends as well. This can result in isolation in social life and regression in learning how to function in society. This can result in behavioral issues as well. When teenagers spend time in this manner, they do not learn the basic skills required to function in society and to hold jobs.

This is an issue that affects individuals that are married as well. There are many stories where the spouse works through the day and comes home and plays, neglecting the house or the children. Resulting in one parent handling all the load of the house, which is extremely stressful and challenging. It can lead to a break in relationships as well.

When a person spends hours gaming, they give no time to walking around or any physical activity. It can lead to poor eyesight, carpal tunnel syndrome, and pain and aches due to bad posture. It can lead to migraines and, in extreme cases, neurological issues. Not walking around can result in obesity, cardiovascular diseases, and posture issues for years. Gamer rage can also result in strokes.

Mental Consequences

Many times, gamers find it difficult to be a part of the real world after gaming for so many hours. They tend to try functioning in the real world as they would in games. In this manner, they can harm themselves and other people. Like the incident of the boy who shot a random person on the street expecting him to become a zombie as people were doing in the game that he was playing. This is an extreme case of disorientation and disconnect from the real world.

Addiction can also result in paranoia and anxiety if excessive time is spent playing intense games. It can also lead to mental regression and a loss of social skills.

Fortunately, rehab centers for this addiction also exist so that people who seek help can go back to having a normal life. Even so, rehabs are not a guarantee of freedom, and therefore people must be careful and practice self-control themselves when it comes to how much time is spent playing video games.

Video Games Addiction Essay Conclusion

While video games are an excellent source for an individual to be able to wind down and relax and entertainment, there still needs to be control and regulation. Excessive gaming can result in the development of an addiction, which can severely hamper a person’s growth and well-being. Video games are a tool that is meant to be used for fun or to connect with other people. But it becomes a significant issue if we let this become a lifestyle. It also disrupts family life. Therefore, this is an issue that we need to deal with so that it doesn’t take over people’s lives and futures.

  • Picture Dictionary
  • English Speech
  • English Slogans
  • English Letter Writing
  • English Essay Writing
  • English Textbook Answers
  • Types of Certificates
  • ICSE Solutions
  • Selina ICSE Solutions
  • ML Aggarwal Solutions
  • HSSLive Plus One
  • HSSLive Plus Two
  • Kerala SSLC
  • Distance Education

IMAGES

  1. Online Gaming Addiction Essay Example

    short essay about online games addiction

  2. The Issue of Video Games Addiction: [Essay Example], 855 words GradesFixer

    short essay about online games addiction

  3. (DOC) CHAPTER 1 (EFFECTS ONLINE GAMES ADDICTION) SUBMITTED BY

    short essay about online games addiction

  4. Essay on Video Games Addiction

    short essay about online games addiction

  5. Addiction to the Internet and Online Gaming (PDF Download Available)

    short essay about online games addiction

  6. Pros Cons Playing Video Games Essay Gaming Addiction Free Essay Example

    short essay about online games addiction

COMMENTS

  1. Online Gaming Addiction and Basic Psychological Needs Among Adolescents: The Mediating Roles of Meaning in Life and Responsibility

    Online Gaming Addiction and Basic Psychological Needs. Self-determination theory is a well-established motivational theory comprising six mini-theories (Ryan & Deci, 2017).One of these mini-theories is the Basic Psychological Needs Theory (BPNT), which claims that the satisfaction of basic psychological needs is associated with better health and greater psychological well-being (Ryan & Deci ...

  2. The Impact of Online Game Addiction on Adolescent Mental Health: A

    addiction could increase mental health disorders by 1.57 times than adolescents without online game addiction (adjusted odd ratio = 1.57 (1.28-1.94); p ≤ 0.001.

  3. Psychological treatments for excessive gaming: a systematic ...

    The effects of the group cognitive behavioral therapy on game addiction level, depression and self-control of the high school students with internet game addiction. Korean Soc. Stress. Med. 16 ...

  4. The Impact of Online Game Addiction on Adolescent Mental Health: A

    Academia.edu is a platform for academics to share research papers. The Impact of Online Game Addiction on Adolescent Mental Health: A Systematic Review and Meta-analysis ... and the average SAS-SV score (the Smartphone Addiction Scale [SAS]-Short Version) higher in women. According to the primary purpose of internet use, a two-group comparison ...

  5. Internet gaming addiction: current perspectives

    Gaming addiction: context. Research on gaming addiction has paid little attention to the context of online gaming. However, a few studies have now shed some light on the embedding of Internet gaming addiction in the context of the individual, 71 the game and gaming environment, 6, 72 and the broader framework of culture. 73 Each of these will be addressed in turn.

  6. Online Games, Addiction and Overuse of

    Abstract. Online gaming addiction is a topic of increasing research interest. Since the early 2000s, there has been a significant increase in the number of empirical studies examining various aspects of problematic online gaming and online gaming addiction. This entry examines the contemporary research literature by analyzing (1) the prevalence ...

  7. Addiction to Online Gaming: A Review of Literature Essay

    The most common symptoms of online gaming addiction are unpleasant feelings when there is no access to the Internet (emptiness and depression), excessive investment of time spent on playing online games, and the refusal to admit a problem (Monacis et al., 2017). One of the major motives for engaging in online gaming is seeking sensation (Hu et ...

  8. Online Video Games Addiction

    Online Video Games Addiction Essay. Exclusively available on IvyPanda®. Online video games have already become an essential component of popular culture. A variety of technological products is actively used to train pilots and other safety occupations for better professional skills. Until recently, there was no specific knowledge or empirical ...

  9. Essay on Online Games Addiction

    Online games addiction can have many bad effects. It can cause poor grades in school because students spend too much time playing games instead of studying. It can also lead to health problems like eye strain and lack of sleep. Moreover, it can harm relationships with family and friends because the person is always busy with the games.

  10. (PDF) Social Effects of Online Game Addiction in Adolescents: A

    Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and ...

  11. (PDF) Online game addiction among adolescents: Motivation and

    human behavior and propose and test a balanced model of the antecedents. of online game addiction among adolescents, which simultaneously focuses. on motivating, and prevention and harm reduction ...

  12. What Is Video Game Addiction?

    Signs of Video Game Addiction. Some symptoms of video game addiction can include: Neglecting duties at work, home, or school in order to play video games. Thinking about video games all the time. Not being able to decrease playing time even when you try. Continuing to play despite the problems video games cause in your life.

  13. Online Gaming Addiction and Basic Psychological Needs Among ...

    Individuals whose basic needs are naturally satisfied are much less dependent on their environment and more autonomous. Basic psychological needs (i.e., the general motivators of human actions) are significant predictors of online gaming addiction. Moreover, it has been posited that meaning and responsibility in life are at the center of life from an existential point of view. Therefore, a ...

  14. Internet gaming addiction: current perspectives

    Gaming addiction: context. Research on gaming addiction has paid little attention to the context of online gaming. However, a few studies have now shed some light on the embedding of Internet gaming addiction in the context of the individual, Citation 71 the game and gaming environment, Citation 6, Citation 72 and the broader framework of culture. Citation 73 Each of these will be addressed in ...

  15. The epidemiology and effects of video game addiction: A systematic

    The preference for playing video games online [40,57]. In terms of the game genre, engaging in games with high violence rates was also a positive predictor of developing a gaming addiction (Cui et al., 2018; Irmak & Erdogan, 2019; Durak et al., 2022). 3.6.8. Personal factors

  16. PDF The Impact of Online Gaming Addiction on Mental Health Among Iium Students

    in this area look at online game addiction as a continuous concept where its addiction levels range from low to high (Ferraro, Caci, & Di, 2007; Hur, 2006). Mental Health Mental disorders are general and exist in every country (World Health Organization [WHO], 2001). According to Fowlerr, Tompsett, and Braciszewski (2009), a relationship between

  17. Systematic literature review online gaming addiction among children and

    1. Introduction. Since the COVID-19 pandemic hit globally, remote schooling and limited activities outside of home have led to a substantial rise in the rate of gaming addiction among children and young adults (age group 7 to 25 - King, Delfabbro, Billieux, & Potenza, 2020).Recent research suggests that online gaming addiction (OGA) is rife among children and young adults with 19 percent of ...

  18. Online Game Addiction: Its Impact on the Learning Behavior of Students

    Online game addiction has become one of the most widely accessed platforms for entertainment and connection establishment between people worldwide. However, the impact of online game addiction on learning behavior is still unsure. The purpose of this study is to fill in that gap. This study used descriptive, comparative, and correlational

  19. Essay on Video Games Addiction

    Long Essay on Video Games Addiction 500 Words in English. Long Essay on Video Games Addiction is usually given to classes 7, 8, 9, and 10. Introduction. Video games are a fun and entertaining way to relax. They help people who are isolated to form friends and be a part of a community.

  20. Systematic literature review online gaming addiction among children and

    Online gaming addiction refers to a persistent and recurrent use of internet to engage in games leading to significant impairment or distress in a person's life. With the current pandemic, media reports suggest that the greater access of online devices among children and young adults has intensified online gaming addiction.

  21. Online gaming addiction in young people

    A short essay on how online gaming affects young people online gaming addiction in young people is serious issue. write an essay suggesting ways to deal with. ... they will limit their online gaming and lowering the risk of online games addiction. Thus, school must take action to raise awareness of the dangers lurking in the Internet to stop ...

  22. Essay on Video Games Addiction

    Essay on Video Game Addiction - 1 (200 Words) Video game addiction is also known by the term gaming disorder. It is known as an irresistible use of video games that promotes significant imbalance in the various life realms over a long period of time. Too much indulgence into anything or work leads to addiction.