From healthy to problematic gaming use
Considering the role of age
Bibliographic Data
| ID | 21881938 |
|---|---|
| Authors | Céline Bonnaire (0000-0001-7162-2657, Université Paris Cité), Laura Lambert (0000-0002-8131-8488, Université Paris Cité) |
| Year | 2026 |
| Publication date | 2026-05-04 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Behavioral Addictions (JOURNAL) |
| Journal identifiers | ISSN: 2062-5871 • E-ISSN: 2063-5303 |
| Publisher | Akademiai Kiado Zrt. (PUBLISHER • HU) |
| DOI | 10.1556/2006.2025.00416 |
| PMID | 42084952 |
| OpenAlex | W7160172456 |
| Language | EN |
| References cited | 42 |
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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| Highly cited | No |
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