Gaming disorder: Prevalence and association with psychosocial outcomes in the German general adult population
Issued Date
2026-06-01
Resource Type
eISSN
23528532
Scopus ID
2-s2.0-105030948788
Journal Title
Addictive Behaviors Reports
Volume
23
Rights Holder(s)
SCOPUS
Bibliographic Citation
Addictive Behaviors Reports Vol.23 (2026)
Suggested Citation
Hajek A., Stickley A., Peltzer K., Pengpid S., König H.H. Gaming disorder: Prevalence and association with psychosocial outcomes in the German general adult population. Addictive Behaviors Reports Vol.23 (2026). doi:10.1016/j.abrep.2026.100682 Retrieved from: https://repository.li.mahidol.ac.th/handle/123456789/115502
Title
Gaming disorder: Prevalence and association with psychosocial outcomes in the German general adult population
Author(s)
Corresponding Author(s)
Other Contributor(s)
Abstract
Aim: To identify the prevalence of gaming disorder and its association with psychosocial outcomes (including mental health, subjective well-being and social disconnectedness) in the general adult population in Germany and whether these associations differ by gender and/or age. Methods: Individuals aged 18 to 74 years (mean age: 47 years, SD: 15 years) were surveyed (quota sample of the general adult German population in January 2025, n = 3,270). Psychometrically validated tools were used to quantify the outcomes. The Internet Gaming Disorder Scale was used to quantify the problematic use of computer games (cut-off of 5 or higher to indicate probable gaming disorder). Results: Overall, 59.2% of the individuals in the sample played computer games (offline or online). Among these, 11.9% had a probable gaming disorder, equaling a prevalence of 7% in the entire sample. In adjusted regression analyses, individuals playing computer games, but without a probable gaming disorder, had significantly poorer psychosocial outcomes in terms of depressive symptoms, anxiety symptoms, social isolation, social withdrawal and poor life satisfaction compared to those not playing computer games. Individuals with a probable gaming disorder had markedly poorer psychosocial outcomes compared to their counterparts who did not play computer games. Comparable findings were observed in gender- and age-stratified analyses. Conclusions: In this study, 7% of the sample had a probable gaming disorder. Analyses indicated that such individuals are at high risk of poorer psychosocial outcomes and that these associations are observed across gender and age groups. Future longitudinal studies are recommended to further elucidate these associations.
