Evidence map›Paper›PMID 40873670›Full record

ArticleFrontiers in psychiatry2025

Who seeks treatment for gaming? Characteristics of young and adult patients seeking treatment for gaming disorder.

Per Bore, Mitchell Andersson, Sara Nilsson, Kajsa Oehm, Matti Cervin, Anders Håkansson, Emma Claesdotter-Knutsson

Abstract read
In one paragraph

Article in Frontiers in psychiatry, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Per BoreSection for Psychiatry, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
Mitchell AnderssonSection for Psychiatry, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
Sara NilssonClinical Addiction Research Unit, Malmö Addiction Center, Malmö, Sweden.
Kajsa OehmClinical Addiction Research Unit, Malmö Addiction Center, Malmö, Sweden.
Matti CervinSection for Psychiatry, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
Anders HåkanssonSection for Psychiatry, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.
Emma Claesdotter-KnutssonSection for Psychiatry, Department of Clinical Sciences Lund, Faculty of Medicine, Lund University, Lund, Sweden.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Gaming disorder has recently been recognized as a psychiatric condition, yet the clinical characteristics of treatment-seeking individuals remain understudied. This study examined youth and adults seeking treatment at a specialized outpatient clinic in southern Sweden. Methods: A total of 107 individuals aged 12-49 years (M = 22.1, SD = 7.2) underwent comprehensive clinical interviews, psychosocial assessments, MINI diagnostic interview, and standardized self-report measures. Results: Most participants were male (94%), and 80% met diagnostic criteria for gaming disorder. The average age of symptom onset was 16.0 years (SD = 4.6), with a mean duration of 5.5 years (SD = 4.6). Weekly gaming time averaged 50 hours (SD = 12.0, range 0-126). Although participants reported low levels of gaming disorder symptoms (measured by GDT) and psychological distress (measured by CORE-OM and RCADS), but 69% showed significant functional impairments based on clinician ratings using GAF and CGAS. ADHD symptoms were uniquely positively associated with both gaming disorder severity (β=0.39, p < 0.001) and psychological distress (β=0.34, p < 0.001). Psychological distress also increased with age (β=0.38, p=0.002). Discussion: Although many received a clinical diagnosis, the sample reported low levels of gaming disorder symptoms. They reported relatively low psychological distress but demonstrated substantial functional impairment. This may reflect gaming's role as both an avoidance strategy and a way to meet psychological needs. Conclusion: These findings suggest that impaired everyday functioning is a defining clinical feature of this group. Treatment should not only address gaming behavior but also support patients in improving functioning across important areas of life, such as school, work, and relationships.

Indexed as

adolescentsclinical characteristicsgaming disorderinternet gaming disordertreatment seekingyouth

Identifiers

PMID40873670
PMCPMC12378942

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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.