Definitions of gaming behaviour
Hazardous gaming is defined as a pattern of gaming (online or offline) that increases the risk of physical or mental harm to the individual (or others around them) because ofWorld Health Organization (WHO):
- gaming frequency and duration
- neglect of other activities, including self-care and preparation for important life activities
- other risky behaviours associated with gaming, including gambling, stealing to pay for purchases, and concurrent substance use.
Gaming disorder is defined as harmful continuous or episodic gaming (online or offline) with all of the following featuresWorld Health Organization (WHO):
- impaired control over gaming (eg increasing frequency, duration)
- increasing priority of gaming over other life interests and daily activities
- continuation or escalation of gaming despite the occurrence of harms.
Additional clinical features outlined in the International Classification of Diseases (11th revision) Gaming disorder subsection include the fact that a person may experience intense cravings to game and may become very agitated if prevented from doing so.
The natural history of gaming disorder is not yet fully understood; it is not clear whether it may resolve spontaneously in some people. Most studies are cross-sectional and have less than 1 year of follow-up.
‘Flow’ describes the experience of a player being so immersed in a game that they lose sense of the world around them and of time passing; it is being studied as a potential future criterion of gaming disorder. Tolerance and withdrawal are not recognised features of gaming disorderSaunders, 2018.
A diagnosis of gaming disorder usually follows 12 months of disordered gaming behaviour but can be made earlier if severe features are presentWorld Health Organization (WHO). Prevalence estimates in Australian adolescents are 4% for disordered gaming or other use of the internet (considered collectively)Lawrence, 2015.