Conceptual analysis considers the role of age in distinguishing normal from disordered gaming use.
Based on ICD-11 guidelines, King et al. (2025) address the boundary between normal and disordered gaming across conceptual, assessment, and intervention domains. We propose two additional perspectives to enrich this discussion. First, gaming is a normal leisure activity rooted in childhood that contributes to development. Second, age must be considered, as video games accompany individuals across developmental stages, including adolescence and its related biopsychosocial changes. Integrating these dimensions is essential for refining the distinction between normal and problematic gaming.
No takes yet. Share an insight, caveat, or question.
Bonnaire et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: