Ankara: Spending hours in front of a screen does not, by itself, make someone addicted to gaming. A player can spend long periods gaming, streaming, or using social media without losing control or suffering serious consequences, while another person who spends less time online may see school performance decline, relationships deteriorate, or psychological distress begin to take over. That distinction is becoming increasingly important as researchers, parents, and policymakers try to determine where intense engagement ends and harmful behavior begins.
According to Anadolu Agency, behavioral addiction researcher and psychologist Maeva Flayelle emphasized that there is no simple numerical answer to identifying problematic gaming behavior. Flayelle stated that there is no fixed number of hours that separates healthy gaming from addiction, as there is clearly no consensus on this matter. She highlighted that some individuals may spend large amounts of time gaming, streaming, or using social media without experiencing harmful consequences. However, others who engage less may still encounter significant psychological distress and functional impairment in various aspects of their lives, such as work and personal relationships.
Flayelle pointed out that the key warning sign of problematic behavior is a loss of control over gaming habits. She mentioned that repeated unsuccessful efforts to reduce gaming time and feelings of psychological distress, such as guilt or regret, indicate a concerning situation. Additionally, she stressed the need for regulatory attention on video game design features like loot boxes, which can lead to prolonged involvement and potential loss of control. Flayelle noted that regulatory developments are already underway, supported by current evidence.
Young people are identified as a particularly vulnerable group due to their developmental stage. Flayelle urged parents to look beyond screen time and focus on the content of the games, how they are played, and whether gaming negatively impacts other areas of their children's lives. Warning signs such as social isolation and declining school performance should be closely monitored.
Flayelle also called for greater access to gaming data for researchers to enhance studies on gaming behavior. She emphasized the need for dialogue with the gaming industry and urged companies to take responsibility for designing games that prevent harm to users.
Addressing treatment options, psychiatrist Jon Grant highlighted the findings of several double-blind, placebo-controlled trials conducted over the past 25 years. Grant stated that while the evidence base for treating behavioral addictions is good, it is not yet great. He discussed the need for treatment plans that address both the problematic behavior and any co-occurring conditions. Grant advocated for a comprehensive approach that includes both medication and psychotherapy to effectively address behavioral addictions.