Video game addiction in teens: time spent is not the problem, according to a new study

Video Games 12 h ago0Add to bookmarks

Video game addiction in teens: time spent is not the problem, according to a new study
Illustration : Momiji Shirogane

A study reported this week challenges the idea that the number of hours spent playing is a good indicator of addiction. What matters would be the *reason* why one plays.

For years now, we've been hearing the same old story: "your teen plays too much, it's an addiction". A study relayed by Notebookcheck this week is shaking up the conventional wisdom: the time spent playing is not the best indicator of problematic use. What matters is the function that the game fulfills in the player's life.

What the study says

According to the report shared by Notebookcheck, the study concludes that raw hours of gaming do not reliably predict addiction in adolescents. Two teens who play 20 hours a week can have completely opposite profiles:

  • One plays out of passion, in a group, with pleasure and without neglecting the rest.
  • The other plays to escape academic, family, or social distress.

The second is at risk. The first is not. The time counter makes no distinction.

What research calls "problematic use"

In recent scientific literature (around the concept of Internet Gaming Disorder by the WHO, entered in the ICD-11), the criteria that really matter are:

  • Loss of control: inability to stop despite the will.
  • Emotional substitution: the game as a regulator of suffering.
  • Functional impact: academic dropout, real (not virtual) social isolation, bodily neglect.
  • Persistence despite consequences: continuing even when it deteriorates life.

The simple gaming time is none of these criteria.

Why this message is important

This study comes at a tense political time:

  • China has limited the gaming time of minors to 3 hours per week since 2021.
  • Several European countries are debating similar measures.
  • Parents, under media pressure, often measure concern by the clock.

However, if time is not the right indicator, generalized restriction is ineffective, even counterproductive: it criminalizes a healthy practice without addressing the real issue (underlying distress).

What this implies for parents

  • Do not panic about the hours counter alone.
  • Observe the function of the game in the teen's life: shared pleasure or solitary escape?
  • Look at the accompanying signals: sleep, diet, mood, school, IRL friends.
  • Open the dialogue, play with the teen yourself when possible.

Counterpoint to keep in mind

This study does not say that gaming time never matters. It says that time alone is not enough to qualify an addiction. Mobile free-to-play games designed to maximize engagement (Skinner box mechanics, loot boxes, FOMO events) remain a legitimate concern - precisely because they create compulsion, independently of the player's well-being.

Key takeaway

Hot take: 8/10 for the public health message. This study should help parents better understand what's happening in the game rather than the time spent on it. We'll revisit this when the full paper and its methodology are publicly accessible.

Article produced by artificial intelligence, reviewed under human editorial control.

Our newsroom
Was this article helpful?

13 people liked this article

Like
R
Ren AmasawaRédacteur gaming
Gamer depuis toujours, croque du pixel entre PC, Switch et rétro.
Share:
Comments (0)

Sign in to join the discussion.

Soyez le premier à commenter.

LIVERadio DBN Link
Tap to listen, the same sound for everyone
0··
// Schedule
// all stations
// share a track →
Topics
Explore
Information