Evidence map›Paper›PMID 42840389›Full record

ReviewEClinicalMedicine2026

Overview of systematic reviews and meta-analyses on problematic video game use and gaming disorder in adolescents and young adults.

Jason M Nagata, Christiane K Helmer, Oliver H Huang, Sahana Nayak, Kevin Bao, Stephanie Zhang, Kevin Handoko, Elizabeth J Li, Megan A Moreno, Jason M Lavender

Abstract readReview
In one paragraph

Review in EClinicalMedicine, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

10 authors.

Jason M NagataDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Christiane K HelmerDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Oliver H HuangDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Sahana NayakDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Kevin BaoDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Stephanie ZhangDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Kevin HandokoDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Elizabeth J LiDivision of Adolescent and Young Adult Medicine, Department of Pediatrics, University of California, San Francisco, 550 16th Street, Box 0503, San Francisco, CA, 94143, USA.
Megan A MorenoDepartment of Pediatrics, University of Wisconsin, 500 Lincoln Dr, Madison, WI, USA.
Jason M LavenderMilitary Cardiovascular Outcomes Research Program (MiCOR), Department of Medicine, Uniformed Services University of the Health Sciences, 4301 Jones Bridge Rd, Bethesda, MD, 20814, USA.

Funding

Informing national guidelines on adolescent and young adult physical activity and sedentary behavior to prevent cardiovascular diseaseK08HL159350 · NHLBI · UNIVERSITY OF CALIFORNIA, SAN FRANCISCO · PI NAGATA, JASON M · 2021 to 2025
$869k
NHLBI NIH HHS K08 HL159350
6 · The paper itself

Abstract

Background: Problematic video game use and disordered gaming are increasingly recognized adolescent health concerns. Methods: This overview summarizes assessment, epidemiology, risk factors, health outcomes, and treatment of problematic and disordered gaming among adolescents and young adults. PubMed, Web of Science, and PsycInfo were searched for reviews published from 9/1/2016 to 5/26/2026. At least two reviewers screened and extracted data. Risk-of-bias assessments were summarized. This review is registered with the International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY #202670067). Findings: Of 98 unique records, 51 were included. Prevalence varied by region, sociodemographics, and diagnostic definitions, with gaming disorder or internet gaming disorder affecting 6-10% of adolescents and young adults worldwide. Earlier gaming initiation, maladaptive gaming patterns, poorer mental health, and controlling parenting were associated with increased risk. Problematic gaming was linked to adverse physical, sleep, neurobiological, and mental health outcomes. Cognitive behavioral therapy showed the strongest therapeutic evidence. Evidence certainty was low-to-moderate. Interpretation: The findings highlight the importance of early identification of problematic and disordered gaming among youth who begin gaming young, or experience mental health symptoms, social difficulties, or limited parental support. Future research should refine diagnostic criteria, evaluate treatments through randomized trials, and clarify developmental mechanisms. Funding: JMN was supported by the National Institutes of Health and Rise Together, a donor-advised fund sponsored and administered by the National Philanthropic Trust.

Indexed as

AdolescentGaming disorderInternet gaming disorderProblematic video game useVideo gamesYouth

Identifiers

PMID42840389
PMCPMC13639600

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

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.