When Play Becomes a Problem: How Health Groups Define Gaming Disorder
Excessive video gaming can harm wellbeing. The APA named Internet Gaming Disorder in 2013 and the WHO added Gaming Disorder to ICD-11 in 2019. Definitions differ and face debate over validity and cross-cultural fit. Experts urge clearer tests, consistent assessment methods, and more global research to guide diagnosis and care.
Video games are a big part of life for many people. For most, play is fun and harmless. But a growing number of people report harm to school, work, sleep, and relationships from heavy gaming.
In 2013 the American Psychiatric Association listed Internet Gaming Disorder as a provisional condition. In 2019 the World Health Organization added Gaming Disorder to the ICD-11 as a formal diagnosis. The two sets of criteria are similar in some ways but different in others.
Research testing these rules finds mixed results. Some studies support the criteria, while others show they may not work the same way in different countries or age groups. Many assessment tools measure similar symptoms but vary in how they score and label concern.
Looking through the Cyber-Developmental Framework shows that age, brain development, and online context matter. Young people may be more vulnerable. Games, social features, and screen time combine with life stress to raise risk.
A formal diagnosis can help people get care and guide doctors. But it also risks labeling normal behavior as disordered if assessments are not precise. Inconsistent tools and cultural differences make it hard to compare studies or track how common the problem really is.
Experts call for clearer definitions, better tests of the criteria, and more research across countries and ages. Better measurement and shared methods will help clinicians spot true disorder, avoid overdiagnosis, and offer the right help to those who need it.