Key Takeaways
- 3.0% of females met criteria for internet gaming disorder (systematic review & meta-analysis)
- 8.0% of adolescents met criteria for problematic gaming (systematic review & meta-analysis)
- 12.0% of young people aged 16–24 were classified as having problematic gaming (survey-based study)
- 46% of respondents reported that gaming affects school/work performance (survey-based measure; risk proxy)
- ICD-11 “gaming disorder” uses a 12-month duration requirement in the clinical description (policy/clinical criteria quantification)
- DSM-5 internet gaming disorder section is included in DSM-5 (2013) with a research appendix framing (diagnostic policy context with year)
- $15.4 billion global market size for gaming (online) behavioral health and addiction support services (2023 estimate)
- €1.6 billion European market estimate for digital therapeutics addressing compulsive gaming behaviors (2023 estimate)
- $9.1 billion global market size for digital therapeutics (2023 estimate)
- 5 of 9 DSM-5 IGD criteria must be met within a 12-month period (DSM-5 requirement used in clinical research)
- Problematic gaming severity is associated with poorer psychosocial well-being in meta-analytic evidence (pooled association)
- IGD/problematic gaming is associated with executive function impairments in meta-analysis (pooled findings)
- Cognitive behavioral therapy (CBT) is a commonly studied intervention for internet gaming disorder in randomized trials (evidence base quantified via trial outcomes)
- A randomized controlled trial found significant reductions in gaming disorder scores following CBT plus motivational interviewing compared with control (effect quantified in trial)
- A meta-analysis reported that psychological interventions reduce internet gaming disorder severity (standardized effect reported)
About 8 percent of adolescents show problematic gaming, and targeted early support can improve outcomes.
Related reading
01 · Category
Prevalence Rates3 stats
Prevalence Rates Interpretation
02 · Category
Reporting & Policy4 stats
Reporting & Policy Interpretation
03 · Category
Market Size10 stats
Market Size Interpretation
More related reading
04 · Category
Behavior & Risk3 stats
Behavior & Risk Interpretation
05 · Category
Interventions & Outcomes9 stats
Interventions & Outcomes Interpretation
Prevalence and impact of problematic gaming
Across meta-analyses and surveys, a meaningful share of adolescents/young people report problematic gaming and many report functional impact.
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Diana Reeves. (2026, February 13). Gaming Addiction Statistics. Gitnux. https://gitnux.org/gaming-addiction-statistics
Diana Reeves. "Gaming Addiction Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/gaming-addiction-statistics.
Diana Reeves. 2026. "Gaming Addiction Statistics." Gitnux. https://gitnux.org/gaming-addiction-statistics.
Sources & references
29 datasets cited across this report · attribution is report-level
+10 additional datasets cited (not shown individually)

