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Who seeks treatment for gaming? Characteristics of young and adult patients seeking treatment for gaming disorder

Bore, Per LU orcid ; Andersson, Mitchell LU orcid ; Nilsson, Sara Q LU ; Oehm, Kajsa Erika LU ; Cervin, Matti LU ; Håkansson, Anders C LU orcid and Claesdotter-Knutsson, Emma LU (2025) In Frontiers in Psychiatry 16.
Abstract
Background: Gaming disorder has recently been recognized as a psychiatric condition, yet the clinical characteristics of treatment-seeking individuals remain understudied. This study examined youth and adults seeking treatment at a specialized outpatient clinic in southern Sweden.

Methods: A total of 107 individuals aged 12-49 years (M = 22.1, SD = 7.2) underwent comprehensive clinical interviews, psychosocial assessments, MINI diagnostic interview, and standardized self-report measures.

Results: Most participants were male (94%), and 80% met diagnostic criteria for gaming disorder. The average age of symptom onset was 16.0 years (SD = 4.6), with a mean duration of 5.5 years (SD = 4.6). Weekly gaming time averaged 50... (More)
Background: Gaming disorder has recently been recognized as a psychiatric condition, yet the clinical characteristics of treatment-seeking individuals remain understudied. This study examined youth and adults seeking treatment at a specialized outpatient clinic in southern Sweden.

Methods: A total of 107 individuals aged 12-49 years (M = 22.1, SD = 7.2) underwent comprehensive clinical interviews, psychosocial assessments, MINI diagnostic interview, and standardized self-report measures.

Results: Most participants were male (94%), and 80% met diagnostic criteria for gaming disorder. The average age of symptom onset was 16.0 years (SD = 4.6), with a mean duration of 5.5 years (SD = 4.6). Weekly gaming time averaged 50 hours (SD = 12.0, range 0-126). Although participants reported low levels of gaming disorder symptoms (measured by GDT) and psychological distress (measured by CORE-OM and RCADS), but 69% showed significant functional impairments based on clinician ratings using GAF and CGAS. ADHD symptoms were uniquely positively associated with both gaming disorder severity (β=0.39, p < 0.001) and psychological distress (β=0.34, p < 0.001). Psychological distress also increased with age (β=0.38, p=0.002).

Discussion: Although many received a clinical diagnosis, the sample reported low levels of gaming disorder symptoms. They reported relatively low psychological distress but demonstrated substantial functional impairment. This may reflect gaming's role as both an avoidance strategy and a way to meet psychological needs.

Conclusion: These findings suggest that impaired everyday functioning is a defining clinical feature of this group. Treatment should not only address gaming behavior but also support patients in improving functioning across important areas of life, such as school, work, and relationships. (Less)
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author
; ; ; ; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
in
Frontiers in Psychiatry
volume
16
article number
1629932
publisher
Frontiers Media S. A.
external identifiers
  • pmid:40873670
  • scopus:105014500597
ISSN
1664-0640
DOI
10.3389/fpsyt.2025.1629932
language
English
LU publication?
yes
id
af8de224-2fc2-44a5-9cf6-b3c2c45fc14a
date added to LUP
2025-09-05 11:08:54
date last changed
2025-10-14 10:17:27
@article{af8de224-2fc2-44a5-9cf6-b3c2c45fc14a,
  abstract     = {{Background: Gaming disorder has recently been recognized as a psychiatric condition, yet the clinical characteristics of treatment-seeking individuals remain understudied. This study examined youth and adults seeking treatment at a specialized outpatient clinic in southern Sweden.<br/><br/>Methods: A total of 107 individuals aged 12-49 years (M = 22.1, SD = 7.2) underwent comprehensive clinical interviews, psychosocial assessments, MINI diagnostic interview, and standardized self-report measures.<br/><br/>Results: Most participants were male (94%), and 80% met diagnostic criteria for gaming disorder. The average age of symptom onset was 16.0 years (SD = 4.6), with a mean duration of 5.5 years (SD = 4.6). Weekly gaming time averaged 50 hours (SD = 12.0, range 0-126). Although participants reported low levels of gaming disorder symptoms (measured by GDT) and psychological distress (measured by CORE-OM and RCADS), but 69% showed significant functional impairments based on clinician ratings using GAF and CGAS. ADHD symptoms were uniquely positively associated with both gaming disorder severity (β=0.39, p &lt; 0.001) and psychological distress (β=0.34, p &lt; 0.001). Psychological distress also increased with age (β=0.38, p=0.002).<br/><br/>Discussion: Although many received a clinical diagnosis, the sample reported low levels of gaming disorder symptoms. They reported relatively low psychological distress but demonstrated substantial functional impairment. This may reflect gaming's role as both an avoidance strategy and a way to meet psychological needs.<br/><br/>Conclusion: These findings suggest that impaired everyday functioning is a defining clinical feature of this group. Treatment should not only address gaming behavior but also support patients in improving functioning across important areas of life, such as school, work, and relationships.}},
  author       = {{Bore, Per and Andersson, Mitchell and Nilsson, Sara Q and Oehm, Kajsa Erika and Cervin, Matti and Håkansson, Anders C and Claesdotter-Knutsson, Emma}},
  issn         = {{1664-0640}},
  language     = {{eng}},
  month        = {{08}},
  publisher    = {{Frontiers Media S. A.}},
  series       = {{Frontiers in Psychiatry}},
  title        = {{Who seeks treatment for gaming? Characteristics of young and adult patients seeking treatment for gaming disorder}},
  url          = {{http://dx.doi.org/10.3389/fpsyt.2025.1629932}},
  doi          = {{10.3389/fpsyt.2025.1629932}},
  volume       = {{16}},
  year         = {{2025}},
}