Video Games 12 h ago0Add to bookmarks

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.
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:
The second is at risk. The first is not. The time counter makes no distinction.
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:
The simple gaming time is none of these criteria.
This study comes at a tense political time:
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).
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.
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.