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February 24, 2026Addictive Behaviors Reports2 citationsOpen Access

Gaming disorder: Prevalence and association with psychosocial outcomes in the German general adult population

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AHAndré HajekASAndrew StickleyKPKarl Peltzer

Key Points

  • This research aims to determine the prevalence of gaming disorder and its relationship with psychosocial outcomes in adults in Germany.
  • Survey of adults aged 18 to 74 years in Germany
  • Sample size of 3,270 participants
  • Used Internet Gaming Disorder Scale for assessment
  • Analyzed psychosocial outcomes including mental health and well-being
  • 7% of the general adult population had a probable gaming disorder
  • Individuals with gaming disorder experienced significantly poorer psychosocial outcomes
  • 59.2% of participants reported playing computer games
  • Depressive and anxiety symptoms were more prevalent in gamers compared to non-gamers

Abstract

• Limited knowledge exists regarding gaming disorder in the general adult population. • Based on the general German adult population, 7% had a probable gaming disorder. • Gaming disorder was markedly associated with poor psychosocial outcomes. • Comparable findings were observed in gender- and age-stratified analyses. • This is helpful to address individuals at risk of poor psychosocial outcomes Aim: To identify the prevalence of gaming disorder and its association with psychosocial outcomes (including mental health, subjective well-being and social disconnectedness) in the general adult population in Germany and whether these associations differ by gender and/or age. Methods: Individuals aged 18 to 74 years (mean age: 47 years, SD: 15 years) were surveyed (quota sample of the general adult German population in January 2025, n = 3,270). Psychometrically validated tools were used to quantify the outcomes. The Internet Gaming Disorder Scale was used to quantify the problematic use of computer games (cut-off of 5 or higher to indicate probable gaming disorder). Results: Overall, 59.2% of the individuals in the sample played computer games (offline or online). Among these, 11.9% had a probable gaming disorder, equaling a prevalence of 7% in the entire sample. In adjusted regression analyses, individuals playing computer games, but without a probable gaming disorder, had significantly poorer psychosocial outcomes in terms of depressive symptoms, anxiety symptoms, social isolation, social withdrawal and poor life satisfaction compared to those not playing computer games. Individuals with a probable gaming disorder had markedly poorer psychosocial outcomes compared to their counterparts who did not play computer games. Comparable findings were observed in gender- and age-stratified analyses. Conclusions: In this study, 7% of the sample had a probable gaming disorder. Analyses indicated that such individuals are at high risk of poorer psychosocial outcomes and that these associations are observed across gender and age groups. Future longitudinal studies are recommended to further elucidate these associations.

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Cite This Study

Hajek et al. (2026) studied this question.

synapsesocial.com/papers/699d3f9ede8e28729cf64456https://doi.org/10.1016/j.abrep.2026.100682
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