Assessment of gaming behaviour
Consider assessing gaming behaviour in patients, particularly adolescent males, presenting with potential harms. Requests for help are more likely to come from people close to the person who is gaming rather than the individual themselfBonnaire, 2019. In either situation, acknowledge the individual’s concerns using empathic language that avoids stigma and offers hope; see nonjudgemental language for more information on the power of language in overcoming barriers to care.
No single assessment tool for gaming has been sufficiently evaluated for use in clinical practiceKing, 2020. Ask about:
- factors that precipitate or perpetuate gaming—these may include escaping real-life difficulties, making social connections, experiencing achievement in meeting challenges, rapid gratification in some situationsGame Quitters website, 2023
- risk factors for gaming harms, in particular, the type of games played
- known diagnoses or features of psychological comorbidities such as social anxiety, depression, attention deficit hyperactivity disorder and autism spectrum disorderSaunders, 2018
- concurrent substance use or gambling.
Checklists of concerning behaviours may be useful for structuring the discussion about gaming. Although lists are not validated diagnostic tools, they flag features that warrant further questioning by the clinician to identify patterns suggestive of hazardous gaming or gaming disorder—see Definitions of gaming behaviour.
If discussing children younger than 17 years, direct parents to the eSafety Commissioner website checklist for parents.
If discussing young people aged 17 to 25 years with a concerned family member or friend, direct them to the Guide for family and friends from Headspace Foundation. A similar checklist for young players to use themselves is available as an outline of healthy gaming.