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From healthy to problematic gaming use

Considering the role of age

Bibliographic Data

ID21881938
AuthorsCéline Bonnaire (0000-0001-7162-2657, Université Paris Cité), Laura Lambert (0000-0002-8131-8488, Université Paris Cité)
Year2026
Publication date2026-05-04
Open AccessYes
TypeARTICLE
VenueJournal of Behavioral Addictions (JOURNAL)
Journal identifiersISSN: 2062-5871 • E-ISSN: 2063-5303
PublisherAkademiai Kiado Zrt. (PUBLISHER • HU)
DOI10.1556/2006.2025.00416
PMID42084952
OpenAlexW7160172456
LanguageEN
References cited42

Based on ICD-11 guidelines, King et al. (2025) address the boundary between normal and disordered gaming across conceptual, assessment, and intervention domains. We propose two additional perspectives to enrich this discussion. First, gaming is a normal leisure activity rooted in childhood that contributes to development. Second, age must be considered, as video games accompany individuals across developmental stages, including adolescence and its related biopsychosocial changes. Integrating these dimensions is essential for refining the distinction between normal and problematic gaming

Biopsychosocial model · Video game · Young adult · Attention Deficit Hyperactivity Disorder · Digital Mental Health Interventions · Human Factors and Ergonomics · Impact of Technology on Adolescents

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