Problem-gaming research is shifting from hours to compulsion

PerennialRegulation, safety & agePerennial groundUpdated Sep 2026

Whether too much play is an illness, a parenting problem or a product defect depends on where you are. The newest research says hours played is the wrong measure, and that matters because nearly every rule written so far measures hours.

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Where it stands

A 2025 study in JAMA followed 4,285 American children and tied suicidal behavior to compulsive use, not total screen time, with a weaker link for games than for social media and phones. The World Health Organization calls gaming disorder a diagnosis, while American psychiatry says it needs more study. More than 100 US lawsuits argue that games were designed to be addictive. How common it is remains unsettled, and the authors of the best-known estimate, about 3% of people, say such figures are inflated.

MarketHow it is treatedThe rule or practiceSource
GlobalA recognized diagnosisThe World Health Organization's disease classification, in effect since 2022, lists gaming disorder. The WHO says it affects only a small proportion of people who play.

World Health Organization, Gaming disorder Q&A 2022

USANot a diagnosis: further studyThe American Psychiatric Association's manual lists internet gaming disorder only among conditions recommended for further research. The argument is being had in court instead, in lawsuits against game makers.

American Psychiatric Association, Internet Gaming 2023

South KoreaUndecidedSouth Korea has not adopted the WHO's diagnosis. The council of officials and outside experts meant to decide has not done so, and in September 2025 the statistics office said its timetable would slip. The disease classification that applies from 2026 has no gaming code.

ETNews, Park Jung-eun (10 September 2025)

ChinaThree hours a week for under-18sOnline games may serve under-18s only from 8pm to 9pm on Fridays, Saturdays, Sundays and public holidays.

National Press and Publication Administration (30 August 2021)

JapanOne prefecture, advisory onlyKagawa prefecture's ordinance asks under-18s to keep to 60 minutes of games a day on weekdays and 90 on weekends. It carries no penalties.

Anime News Network (15 October 2020)

IndiaAdvice to parents, no ruleThere is no rule. A 2021 advisory from the education ministry says play without limits can lead to gaming disorder, and asks parents not to allow in-game purchases without their consent and to cap spending per transaction.

Ministry of Education, via the Press Information Bureau (10 December 2021)

UKNo rule: treated on the health serviceThere is no legal limit. The National Centre for Gaming Disorders, funded by the National Health Service, opened in London in October 2019 and has received over 1,000 referrals.

National Centre for Gaming Disorders staff, BJPsych Open (August 2024)

BrazilA duty to prevent compulsive useSince a decree of 18 March 2026, services that children are likely to use, games included, must have mechanisms to prevent excessive, problematic or compulsive use. The decree names hidden stopping points, content that starts unasked, rewards for time spent and excessive notifications. It sets no limit on hours.

Decree 12880 (Brazil), article 9 2026

Timeline

2018

  1. Twenty-six researchers ask the WHO to hold off

    A group of scholars including Andrew Przybylski of Oxford publishes a paper titled 'A weak scientific basis for gaming disorder'. A formal diagnosis, they write, needs a much stronger evidence base, and carries a genuine risk of being misapplied.

    van Rooij and colleagues, Journal of Behavioral Addictions (2018)

2019

  1. The World Health Assembly recognizes gaming disorder

    On 25 May 2019 the WHO's member states adopt the eleventh revision of its disease classification, which lists gaming disorder as a mental health condition. It takes effect on 1 January 2022.

    World Health Organization, World Health Assembly update (25 May 2019)

2020

  1. A Japanese prefecture sets a daily limit for children

    Kagawa's ordinance takes effect on 1 April 2020: 60 minutes a day on weekdays and 90 on weekends for under-18s. The prefecture says it has no plans to enforce penalties.

    Anime News Network (15 October 2020)

2021

  1. South Korea scraps its midnight gaming curfew

    South Korea announces the end of its shutdown law, which since 2011 had barred under-16s from online games between midnight and 6am. It is replaced by a system that lets parents choose the hours.

    Engadget, Devindra Hardawar (25 August 2021)

  2. China cuts under-18s to three hours a week

    Five days after South Korea's announcement, China's regulator limits minors to one hour of online games, 8pm to 9pm, on Fridays, weekends and public holidays.

    National Press and Publication Administration (30 August 2021)

  3. A review of 53 studies puts gaming disorder at about 3% of people

    Pooling 53 studies of 226,247 people in 17 countries, researchers estimate that 3.05% of people meet the criteria for gaming disorder. Using only the studies with the strictest sampling, the figure is 1.96%, with a range so wide that it runs from 0.19% to 17.12%.

    Stevens, Dorstyn, Delfabbro and King, Australian & New Zealand Journal of Psychiatry (2021)

2025

  1. More than 100 US lawsuits are gathered in a California court

    Miller & Zois, a law firm that represents plaintiffs in cases like these and so has an interest in them, says more than 100 lawsuits accusing game makers of designing addictive products have been coordinated before one judge in Los Angeles. A federal panel has twice refused to combine such cases nationally, in June 2024 and again at the turn of 2026, citing the differences among the games and the companies.

    Lawsuit Information Center, Miller & Zois (updated 31 July 2026)

  2. A large US study ties compulsive use, not hours, to suicide risk

    Researchers follow 4,285 American children for four years. How much time they spent on screens did not predict suicidal behavior. A pattern of compulsive use did. For video games, children on the high-compulsion path were 1.54 times as likely to report suicidal behavior. For social media and phones the figure was more than double.

    JAMA, Yunyu Xiao and colleagues (18 June 2025)

2026

  1. The US Surgeon General advises limits on screen time

    The Surgeon General's office issues an advisory on children's screen use that recommends time limits, and names gaming among the patterns of behavior it is concerned about.

    Scientific American, Claire Cameron (20 May 2026)

  2. An eight-year Finnish study links more screen time to slightly better thinking skills

    Researchers who followed 260 Finnish children for eight years find that those with more total screen time scored slightly better on tests of cognition at about 16. The authors say the study cannot show that screens caused the difference. It measured all screen time, not games alone.

    University of Jyväskylä (11 August 2026)

Consequences

  1. 012025

    What to watch for is the pattern, not the clock

    The authors of the American study argue that parents, doctors and researchers should track whether a child's use is becoming compulsive over time, rather than counting hours. Total screen time, they found, told them nothing about who was at risk.

    Weill Cornell Medicine (18 June 2025)

  2. 022025

    South Korea's culture ministry says a disease label would hurt the industry

    Two South Korean ministries are split. The health ministry favors adopting the WHO's diagnosis. The culture ministry says it could lead to social stigma, distort how games are seen, and shrink the industry, and eight industry associations have called the addiction framing an insult.

    The Korea Times, Nam Hyun-woo (20 June 2025)

  3. 032022

    China says its cap worked, and that children moved to short videos

    Global Times, a newspaper owned by the Chinese state, reported that China's games industry body said minors' game addiction had been basically solved, with more than 75% playing under three hours a week. The same report found that 65.54% of minors had moved the time they used to spend on games to short-video apps.

    Global Times (24 November 2022)

  4. 042025

    The lawsuits could reach far beyond a few games

    This comes from the same plaintiffs' law firm, which stands to gain if the litigation grows. When the federal panel refused to combine the US cases, part of its reasoning was that the litigation would likely expand to include many additional games and developers. If the claims succeed, the exposure is in how games are designed and sold, not in how long anyone plays.

    Lawsuit Information Center, Miller & Zois (updated 31 July 2026)

Objections

  • Counterpoint2025

    The study's frightening number is not about games

    Coverage of the American study often says compulsive use more than doubled suicide risk. That is the finding for social media and mobile phones. For video games the paper gives 1.54. The authors also note that the data are self-reported and that the study shows association, not cause.

    JAMA, Yunyu Xiao and colleagues (18 June 2025)

  • Counterpoint2026

    The rules are still about time

    The research has moved from hours to compulsion, but the people who write rules mostly have not. The US Surgeon General's 2026 advisory is framed around time limits. China's cap and Kagawa's ordinance are unchanged limits on hours.

    Scientific American, Claire Cameron (20 May 2026)

  • Counterpoint2021

    Nobody knows how common it is

    The authors of the 3.05% estimate say prevalence figures appear to be inflated by how studies are done: the choice of questionnaire alone explained 77% of the variation between them. The figures come from self-completed questionnaires, not clinical diagnosis. No health system publishes how many people are diagnosed each year.

    Stevens, Dorstyn, Delfabbro and King, Australian & New Zealand Journal of Psychiatry (2021)

What to watch

  • 2026

    South Korea's decision on the WHO code

    South Korea's long-delayed decision on whether to adopt the WHO's gaming disorder code, pushed from October 2025 into 2026 with no date set.

    ETNews, Park Jung-eun (10 September 2025)

  • 2027

    The first rulings in the California cases

    The first rulings in the coordinated California lawsuits, on whether the claims can proceed and whether a game counts as a product. As of the end of July 2026 the plaintiffs' law firm tracking the cases recorded none.

    Lawsuit Information Center, Miller & Zois (updated 31 July 2026)

Further reading

Where to follow it Journal of Behavioral Addictions, BMC Psychiatry, Oxford Internet Institute (Przybylski), KOCCA white papers for the Korean framing

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