
A 22-year-old student who spends sleepless nights on his online game before the exams, a young employee who comes home from work only to “connect” until the early hours… For a long time, these situations were seen as temporary excesses. The latest data, however, show that for some of the young adultsof a real
video game disorder.
An international meta-analysis compiled 93 studies, or 96 samples totaling 149,601 participants aged 18 to 35. It estimates that 6.1% of this age group have an addiction to video games (Internet Gaming Disorder – IGD), a rate higher than that of the general population. It remains to be understood what exactly this diagnosis covers, and why 18-35 year olds are so concerned.
A video game disorder now well defined in young adults
In the DSM‑5‑TR, theInternet Gaming Disorder (IGD) corresponds to persistent and repeated use of online video games causing marked distress or disability. Nine criteria are listed: obsession with gaming, withdrawal symptoms when not playing, need to play for ever longer, unsuccessful attempts to limit oneself, loss of interest in other hobbies, continuing to play despite problems, lying about time spent, using gaming to escape discomfort, endangering studies, work or relationships. A diagnosis requires at least five criteria over twelve months.
For its part, the ICD-11 of the World Health Organization describes a video gaming disorder when three elements are present for at least one year: inability to control gaming behavior, increasing priority given to gaming over other activities, continuation of gaming despite significant negative consequences on personal, academic or professional life. So it’s less about raw screen time and more about a loss of control and real impact.
Why 18-35 year olds are more affected by Internet Gaming Disorder
The meta-analysis shows that young adults are more affected by IGD than the general population (3.05 to 6.7%) and even only adolescents, whose prevalence is around 4.6%. Among gamers only, the rate rises to 8.1%, compared to 5.47% in samples mixing gamers and non-gamers. The authors also note that recent studies on “gamer-only” tend to find increasing figures.
This vulnerability is part of a particular period of life, defined as “young adults” between 18 and 35 years old. Autonomy under construction, long studies, precarious jobs, unstable emotional life: so many transitions which can push some to use games as a means of coping. The cited work indicates in young adults with IGD more depression, anxiety, stress and lower self-esteem than in healthy regular gamblers, with associations with other disorders such as ADHD, pathological gambling or alcohol use disorder.
Young adults, how to spot a video game disorder and seek help
In France, a study by the Union of Leisure Software Publishers shows that 71% of French people played at least once in 2020 and that 52% play regularly, with an average age of 39 years. The vast majority are not in difficulty. For a young adult, the shift begins when gaming begins to permanently replace sleep, studies, work or social life, and stopping causes irritability or sadness.
- Gambling causes you to repeatedly miss classes, exams, appointments or work days;
- Relatives complain of increasing isolation, conflicts multiply;
- Promises to “slow down” are not kept over time;
- Gambling serves almost exclusively to escape anxiety or depression;
- Lying about time spent gaming becomes habitual.
If you are in this situation, talk to your doctor. He or she can direct you to a professional or a structure specializing in addiction.
Researchers are therefore calling for the development of prevention strategies and psychological care targeted at 18-35 year olds, in order to identify those for whom this mass leisure becomes a pervasive disorder.