ArticleJournal of behavioral addictions2024
How much gaming is too much? An analysis based on psychological distress.
Article in Journal of behavioral addictions, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
7 citing papers in PubMed.
- Problematic Online Gaming and Gambling Among First-Year University Students: Identification of Profiles and Psychological Vulnerabilities.Journal of gambling studies · 2026Article
- A Vicious Cycle of Psychological Distress and Problematic Mobile Phone Use in Adolescence: A Longitudinal Test of a Dual Metacognitive Pathway.Journal of adolescence · 2026Article
- Three key lessons learned from over a decade of gaming disorder assessment research.Journal of behavioral addictions · 2026Review
- Internet gaming disorder scale: A comparison of symptoms prevalence, structure, and invariance in 12 nationally representative European adolescent samples.Journal of behavioral addictions · 2025Article
- Salience and tolerance are not indicators of problematic social media use: Evidence from the Social Media Disorder Scale and the Bergen Social Media Addiction Scale.Journal of behavioral addictions · 2025Article
- A pilot study of a dyadic ecological momentary assessment of parents' negative emotional states and adolescents' gaming duration.Journal of behavioral addictions · 2025Article
- Young and adult patients with gaming disorder: Psychiatric co-morbidities and progression of problematic gaming.Frontiers in psychiatry · 2024Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: While there are calls to restrict the time spent on gaming because it is seen as problematic and potentially leading to gaming disorder (GD), there is conflicting evidence about this issue. We explored the association between the average weekly time spent gaming and reported GD symptoms. Additionally, Latent Profile Analysis was employed to investigate how time spent gaming relates to variables representing psychological distress (PD), such as satisfaction with life, symptoms of depression, and perceived stress. Methods: Data were collected using surveys with a large sample of highly engaged gamers (N = 14,740; Mage = 24.14 years, SDage = 7.0, 89.3% males). Results: We observed a positive, close to linear association between time spent gaming and GD symptoms. Groups at risk of GD played for about 42 h (SD = 19) on average, according to the American Psychiatric Association and World Health Organization frameworks. Furthermore, we identified four profiles representing varying levels of PD. Gamers reporting very high levels of PD (4.2% of the sample) played for 33 h per week on average. Remarkably, a substantial percentage of the sample (41.9%) showed no PD despite playing for 26 h per week. Conclusion: The association between gaming time and PD is complex as even prolonged time spent gaming can be unproblematic for many gamers.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.