Digital illustration of a person overwhelmed by screens representing video games, symbolizing the challenges of gaming disorder.

Is Gaming Disorder a Real Threat? Understanding the ICD-11 Debate

"A look at the arguments for and against including gaming disorder in the International Classification of Diseases, and what it means for treatment and research."


The World Health Organization's (WHO) inclusion of "gaming disorder" (GD) in the 11th revision of the International Classification of Diseases (ICD-11), released in October 2016, was a landmark moment. Defined by impaired control over gaming, prioritizing gaming over other life activities, and continuing despite negative consequences, GD has sparked considerable debate among experts and within the gaming community.

In response to the ICD-11 draft, some scholars have voiced concerns, arguing that the evidence base for GD is still immature. They fear that its inclusion could negatively impact the lives of millions of healthy gamers. They suggest that diagnosis might not accurately identify true problem cases. This perspective has fueled discussions about whether GD should be recognized as a distinct disorder.

This article dives into the debate, particularly highlighting the arguments in favor of including GD in ICD-11. By examining clinical experiences and research implications, it aims to provide a balanced view on a complex issue. Understanding the different perspectives is crucial for anyone interested in the intersection of gaming, mental health, and public policy.

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Scale and Public-Health Impact

Gaming disorder has emerged as a public-health concern as gaming becomes more popular, although only a subset of players develop compulsive and harmful patterns. The Addiction Group describes gaming addiction, also called gaming disorder, as a growing research focus involving impaired functioning. A 2026 statistics report from Voxbooster cites a 3.05% global prevalence among gamers, equivalent to 98 million cases, while also reporting 4.1% prevalence among males, 56% depression comorbidity, and 68% recovery with cognitive behavioral therapy. These figures are reported by that source and should be interpreted cautiously because the supplied sources do not independently corroborate them.

Clinical Assessment Challenges

A general clinical approach would distinguish ordinary enthusiasm for games from persistent behavior that causes meaningful harm or loss of control. Assessment may therefore need to consider duration, functional impairment, and effects on daily life rather than gaming time alone. Because gaming behavior varies widely across people and contexts, any diagnostic method may have limits when symptoms overlap with other psychological or social difficulties.

From Pastime to Disorder

Gaming was initially regarded primarily as an ordinary leisure activity, but growing concern about addiction cases led clinicians and researchers to examine problematic use more closely. The historical development of the field appears to reflect a gradual shift from discussing gaming habits to considering whether some patterns represent a disorder. Because no source was supplied for this subsection, these points remain a cautious general overview rather than a chronology of specific milestones.

Why Recognize Gaming Disorder? A Clinical Perspective

Digital illustration of a person overwhelmed by screens representing video games, symbolizing the challenges of gaming disorder.

The debate around gaming disorder often centers on whether excessive gaming is simply a hobby or a genuine mental health concern. Clinicians working directly with individuals struggling with gaming-related issues offer unique insights into the severity and impact of these problems.

One such perspective comes from a specialist treatment facility for Internet addiction (IA) in Japan. Data collected at this center reveals several key points:

  • The majority of treatment seekers are addicted to online games.
  • Symptoms are often quite severe, significantly impacting daily life.
  • There is a significant demand for IA treatment, indicating a real need for specialized services.
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Current Evidence Base

Recent research generally examines gaming disorder through clinical symptoms, functional impairment, associated conditions, and treatment outcomes. Reviews may help clarify how consistently these features appear across studies, but the evidence base remains dependent on differing definitions and study designs. Without sources supplied for this subsection, no specific review, sample, prevalence estimate, or research conclusion can be attributed here.

Where the Diagnosis Is Contested

The central counterargument is that becoming engrossed in a favorite hobby is not automatically an addiction. The supplied sources distinguish ordinary gaming from a pattern that is difficult to control and produces significant impairment across life domains over a prolonged period. This distinction is echoed by descriptions that emphasize adverse consequences rather than gaming alone, although the sources also indicate that treatments are available for people whose behavior has crossed that threshold.

Treatment Approaches Compared

Treatment research compares cognitive behavioral therapy with pharmacological interventions and other approaches, including family therapy and mindfulness-based therapy. A 2025 systematic review and meta-analysis specifically assessed these interventions in gaming-disorder trials and examined the role of comorbidity. A 2024 clinical review similarly emphasizes psychological background, cognitive-behavioral therapy, and prevention, while noting that gaming addiction is often accompanied by psychological disorders and other addictions. Together, the sources suggest that treatment may need to be individualized rather than reduced to a single intervention.

These findings underscore the potential benefits of including GD criteria in ICD-11. Recognition can lead to increased capacity for treatment, drive advances in research, and potentially influence national medical systems to better address treatment demand. Without formal recognition, systemic obstacles can hinder the delivery of necessary medical services.

The Path Forward: Balancing Recognition with Responsible Diagnosis

Ultimately, the goal is to ensure that individuals with genuine gaming-related problems receive the support they need, without pathologizing healthy gamers. By carefully defining diagnostic criteria and promoting responsible research, we can strike a balance that benefits both individuals and society as a whole. Recognizing gaming disorder in ICD-11 is a step towards achieving this crucial balance, paving the way for improved treatment, greater awareness, and a more nuanced understanding of the complexities of gaming in the digital age.

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What the Evidence Shows

Recent work treats problematic gaming as a subject requiring both clinical investigation and attention to lived experience. A 2026 mixed-methods study analyzed Reddit narratives from people exhibiting symptoms of Internet Gaming Disorder, while a 2023 systematic review examined epidemiological characteristics and positive and negative outcomes reported in studies from the preceding five years. One 2024 article reports that excessive gaming has been associated with sleeping problems, reduced social interactions, and deep depression, but its cited estimate of up to 27.5% of internet gamers is not corroborated by the other supplied sources. The overall evidence therefore supports continued study without resolving every question about prevalence or causation.

Research Priorities Ahead

Future gaming-disorder research should improve its conceptualization of problem gaming by accounting for cross-cultural variation in gaming practices and meanings. The supplied research agenda also points to questions about loot-box behavior: impulsivity and gaming-related motivations may predict the decision to purchase a loot box, but perhaps not continued spending. These directions could improve prevention and intervention by separating different risk factors and behaviors rather than treating all problematic gaming as identical.

Beyond Individual Behavior

Gaming disorder sits within broader systems involving digital access, social expectations, mental-health services, and the way institutions define impairment. These factors may shape who is identified, who receives support, and how gaming behavior is interpreted across communities. Because no sources were supplied for this subsection, these observations are appropriately general and do not establish a specific systemic cause or prevalence pattern.

Lived Consequences

For affected individuals, the significance of gaming disorder lies less in gaming itself than in whether behavior becomes difficult to control and disrupts everyday functioning. Potential consequences may include strain on relationships, reduced participation in ordinary activities, and distress, but their severity and presence can differ between people. Without sources supplied for this subsection, these points should be treated as cautious context rather than quantified findings.

Study at a glance
SettingNational Hospital Organization Kurihama Medical and Addiction Center, Yokosuka, Japan[1]
Times cited67[1]

What the clinic evidence adds to the classification case

The commentary’s case for classification rests on clinical experience in a specialist setting, where online gaming was common among people seeking help and reported difficulties reached health and social life. That makes the clinic evidence relevant to treatment demand, but it does not establish how often comparable problems occur among gamers generally.[1] [2]

The authors connect recognition to institutional consequences: without ICD-10 guidelines, Internet-addiction patients had lower relative costs, while inclusion was expected to support treatment capacity through research and possible changes in national medical systems.[1] [2]

The paper therefore contributes a clinical and health-system argument for inclusion, rather than a controlled test of whether diagnostic recognition improves outcomes.[1]

What a follow-up would need to establish

  • Would people identified through ICD-11 gaming-disorder criteria show the same pattern of harms as patients in this Internet-addiction clinic?[1] [2]
  • Would formal recognition actually change funding, treatment access, or service capacity, rather than merely creating the possibility of those changes?[1] [2]

About this Article -

Written with AI assistance from published research, and reviewed by the Mystum team. See our About page for more information.

This article is based on research published under:

DOI-LINK: 10.1556/2006.6.2017.049, Alternate LINK

Title: Inclusion Of Gaming Disorder Criteria In Icd-11: A Clinical Perspective In Favor

Subject: Psychiatry and Mental health

Journal: Journal of Behavioral Addictions

Publisher: Akademiai Kiado Zrt.

Authors: Susumu Higuchi, Hideki Nakayama, Satoko Mihara, Masaki Maezono, Takashi Kitayuguchi, Takuma Hashimoto

Published: 2017-09-01

Everything You Need To Know

1

What is Gaming Disorder (GD) according to the ICD-11, and why has its inclusion sparked debate?

According to the ICD-11, Gaming Disorder (GD) is characterized by impaired control over gaming, prioritizing gaming over other life activities, and continuing gaming despite negative consequences. Its inclusion has sparked debate because some experts argue that the evidence base for GD is still immature and that its inclusion could negatively impact the lives of millions of healthy gamers. Concerns exist that diagnoses might not accurately identify genuine problem cases, potentially leading to over-diagnosis and unnecessary treatment.

2

How do clinicians view Gaming Disorder, and what evidence supports their perspective?

Clinicians often view Gaming Disorder as a genuine mental health concern based on their direct experiences with individuals struggling with gaming-related issues. Evidence from treatment facilities, such as the one in Japan specializing in Internet addiction (IA), indicates that the majority of treatment seekers are addicted to online games, their symptoms are often severe and significantly impact daily life, and there is a significant demand for specialized services. These observations highlight the potential benefits of including GD criteria in the ICD-11 to facilitate treatment and research.

3

What are the potential benefits of recognizing Gaming Disorder in the ICD-11?

Recognizing Gaming Disorder in the ICD-11 can lead to increased capacity for treatment, drive advances in research, and potentially influence national medical systems to better address treatment demand. Without formal recognition, systemic obstacles can hinder the delivery of necessary medical services. Furthermore, it can raise awareness among healthcare professionals, gamers, and the general public, fostering a more nuanced understanding of the complexities of gaming and its potential impact on mental health. Formal recognition could lead to increased funding for research and the development of evidence-based treatments.

4

What are some of the concerns raised about including Gaming Disorder in the ICD-11, and how can these be addressed?

Concerns raised about including Gaming Disorder in the ICD-11 include the immature evidence base and the potential for misdiagnosis and pathologizing healthy gamers. To address these concerns, it is crucial to carefully define diagnostic criteria and promote responsible research to ensure that only individuals with genuine gaming-related problems receive treatment. Balancing recognition with responsible diagnosis is essential to avoid negatively impacting the lives of healthy gamers while providing support for those who truly need it. This could involve developing more specific and sensitive diagnostic tools and training clinicians to accurately identify GD while ruling out other potential causes of excessive gaming.

5

How does recognizing Gaming Disorder in the ICD-11 contribute to balancing the benefits and risks associated with gaming in the digital age?

Recognizing Gaming Disorder in the ICD-11 is a step towards achieving a crucial balance, paving the way for improved treatment, greater awareness, and a more nuanced understanding of the complexities of gaming in the digital age. By formally acknowledging GD, healthcare systems can better allocate resources, develop treatment protocols, and conduct research to understand the underlying mechanisms and risk factors associated with problematic gaming behavior. This recognition also encourages responsible gaming practices and promotes a more informed discussion about the potential impact of gaming on mental health, ultimately benefiting both individuals and society as a whole.

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