From Tetris to Trouble: The Rising Challenge of Gaming Disorder in Mental Health
From Hide-and-Seek to Homo Digitalis: The Changing Landscape of PlayIf you’re over 30, chances are your childhood was filled with outdoor games like hide-and-seek, hopscotch, or cricket—those carefree afternoons that seemed to stretch forever. Perhaps you also spent some time glued to a TV screen, playing classics like Mario, Contra, Tetris, or Snake. Remember the satisfying click of the game controller buttons—and the thumb cramps that came with it? Fun fact: that ache even has a name—Gamer’s Thumb (or De Quervain’s Tenosynovitis). Who knew, right?Back then, video games were a simple escape, a quick dose of joy before heading back to schoolwork or chores. We even embraced the wisdom of that old saying, “All work and no play makes Jack a dull boy.” Play was a balance, and life felt richer because of it.But times have changed. Gaming is no longer a fleeting pastime; it’s become immersive, serious, and—for some—a way of life. Think about the modern juggernauts: PUBG, Fortnite, or Call of Duty. These games aren’t just for fun anymore; they’re built for endless engagement. Combined with societal shifts—like the rise of social media and more isolated family structures—this constant connectivity has paved the way for addiction-like tendencies.The Internet’s global reach has fundamentally reshaped how we live, so much so that some sociologists and psychologists now call the digital-native generation Homo digitalis or Homo technologicus. Gaming Disorder, a byproduct of this transformation, is no longer an emerging concern; it’s a recognized global phenomenon that demands attention.Internet Gaming Disorder in DSM-5-TRThe American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision (), serves as the gold standard for diagnosing mental health conditions. Within its pages, the phenomenon of gaming addiction is described under the term . While not yet classified as a formal diagnosis, IGD is listed in the section recommending conditions for further research, alongside others like caffeine use disorder.This inclusion highlights the growing concern surrounding excessive gaming, as it parallels patterns seen in other addictive behaviors. The DSM-5-TR primarily categorizes addictive disorders into two groups: (e.g., alcohol, opioids, and stimulants) and . Of these, remains the only officially recognized behavioral addiction, setting a precedent for IGD’s potential classification in the future.Only non-gambling Internet games are included in IGD. Use of the Internet for required activities in a business or profession is not included; nor is the disorder intended to include other recreational or social Internet use. Similarly, sexual Internet sites are excluded.Proposed Criteria for Internet Gaming Disorder in DSM-5-TRPersistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by of the following in a :
Internet gaming disorder can be depending on the degree of disruption of normal activities. Individuals with less severe Internet gaming disorder may exhibit fewer symptoms and less disruption of their lives. Those with severe Internet gaming disorder will have more hours spent on the computer and more severe loss of relationships or career or school opportunities.Gaming disorder in ICD-11The International Classification of Diseases (ICD), developed by the World Health Organization (), is a globally recognized standard for recording and reporting health and health-related conditions. The ICD plays a pivotal role in ensuring interoperability and comparability of digital health data, encompassing diseases, disorders, health conditions, and more. The inclusion of any specific condition in the ICD requires sufficient evidence of its existence and utility across diverse global healthcare contexts.In the 11th Revision of the ICD (), Gaming Disorder is recognized under the code . It is defined as a pattern of gaming behavior, whether digital or video-based, that exhibits: impaired control over gaming, increasing priority given to gaming over other activities to the extent that it displaces other interests and daily responsibilities, and continuation or escalation of gaming despite negative consequences.For Gaming Disorder to be diagnosed, the pattern of behavior must cause significant impairment in personal, family, social, educational, occupational, or other critical areas of functioning. Furthermore, this behavior typically needs to persist for at least 12 months to warrant a diagnosis.Diagnostic Requirements for Gaming disorder in ICD-11Essential (Required) Features:A persistent pattern of gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be predominantly online (i.e., over the internet or similar electronic networks) or offline, manifested by all of the following:
Specifiers for online or offline behaviour:
Additional Clinical Features:
Psychological Tests for Gaming DisorderAs a therapist or psychologist, staying equipped with effective tools is essential for diagnosing and addressing new and pervasive mental health challenges like Gaming Disorder. With the rise of digital and internet-related issues, having accurate, research-backed assessments at your disposal can make all the difference in identifying and understanding problematic behaviors.Problematic Online Gaming Questionnaire Short-FormThe Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) is a concise yet robust tool designed to assess problematic gaming behaviors. This 12-item questionnaire evaluates issues across six key dimensions:
PsyPack automatically generates detailed results for the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF), with clear visualizations across its six subscales, as shown in the screenshot below. This allows practitioners to quickly interpret and act on the findings for effective intervention.Problematic Internet Use Questionnaire – Adult and Youth VersionThe Problematic Internet Use Questionnaire (PIUQ-18) is a comprehensive tool for evaluating challenges related to internet use. Comprising 18 items, it assesses three key subscales:
The Problematic Internet Use Questionnaire (PIUQ) is available on PsyPack in both Adult and Youth Versions. It simplifies scoring across the three subscales—obsession, neglect, and control disorder—by automatically generating detailed results, as shown in the screenshot below, providing practitioners with clear and actionable insights to address problematic internet behaviors effectively.If you’re a psychologist, therapist, psychiatrist, social worker, or behavioral health professional, PsyPack is here to support your journey in providing better care. With tools designed to make assessments simpler and more insightful, you can and explore how PsyPack seamlessly integrates into your practice. Take the first step toward enhancing your client work—one meaningful assessment at a time.Recent Stories Highlighting Gaming ConcernsThe gaming industry, driven by the need to create engaging experiences that trigger repeated dopamine hits, faces increasing scrutiny as concerns over addiction grow. With gaming companies under legal and regulatory pressure, governments are experimenting with measures to address the issue. While the media may downplay these challenges, the issue is very real. We’ve compiled a few key stories to highlight the ongoing concerns and raise awareness about gaming’s impact.
As the world evolves, the overuse of our once-innocent beloved games is becoming a growing health concern for the next generation. As behavioral health practitioners, it’s vital that we stay updated with the fast-changing landscape of psychology, equip ourselves with the , and spread awareness through our work to help those affected by gaming-related issues.Until next time, I’m off to responsibly play my favorite game of Sudoku. Let’s remember, moderation is key!