When Video Gaming Stops Being Fun
- Esther Nava

- Jan 16
- 9 min read

Understanding the Line Between Passion and Problem
Let me start by saying something that might seem obvious but often gets lost in these conversations: playing video games is fine. More than fine, actually. For the vast majority of people, gaming is a legitimate hobby that offers genuine benefits—stress relief, social connection, cognitive challenge, creative expression. The research is clear on this point, and I think it's important to lead with it.
But there's a subset of players, a minority, though not a trivial one, for whom gaming becomes something else entirely. Something that stops serving them and starts consuming them. Understanding where that line sits, and how to recognize when someone has crossed it, matters more than ever in a world where screens are everywhere and games are designed to be maximally engaging.
So How Common Is This, Really?
The honest answer is: it depends on how you measure it, but the ballpark is fairly consistent. A recent meta-analysis pooling studies from 2017 to 2022 found that roughly 5% of players meet criteria for gaming addiction, with estimates ranging from about 2% to 9% depending on the population and assessment method (Limone et al., 2023). Global studies in children and adolescents find similar numbers—around 4–5% showing problematic patterns over a 12-month period (Rabiei et al., 2025).
What I find more useful than a single percentage is the distinction researchers now make between different levels of involvement. André et al. (2020) studied a population sample and identified three groups: engaged gamers (4.5%), problem gamers (5.3%), and addicted gamers (1.2%). That middle category is important—these are people experiencing some negative consequences but not full-blown addiction. The engaged group, despite heavy play, showed no significant impairment. They just really like games.
This nuance matters because conflating passion with pathology helps no one. A teenager who plays four hours daily but maintains friendships, does reasonably in school, and can stop when needed is in a different situation than one who's failing classes, sleeping through the day, and experiencing genuine distress when separated from their console.
What Does "Addiction" Actually Mean Here?
The World Health Organization added Gaming Disorder to its diagnostic manual (ICD-11) in 2019, and the American Psychiatric Association includes Internet Gaming Disorder in the DSM-5 as a condition warranting further study. Both frameworks converge on three core features: loss of control over gaming, increasing priority given to gaming over other activities, and continuation or escalation despite significant negative consequences—all persisting for at least 12 months (Imataka et al., 2024; Mohammad et al., 2023).
That last criterion deserves emphasis. The "despite harm" piece is what separates addiction from enthusiasm. Someone who games heavily but could stop if their job or relationships genuinely required it isn't addicted—they're just really into their hobby. Addiction involves a kind of compulsion that persists even when the person recognizes the damage and wants to change.
Neurobiological research increasingly supports treating severe gaming problems as a genuine addiction. Studies show parallels with substance and gambling addictions—similar activation of dopamine reward pathways, tolerance-like phenomena where more gaming is needed for the same satisfaction, and withdrawal-like irritability and restlessness when gaming stops (Imataka et al., 2024; Muraikhi et al., 2025). The brain, it seems, doesn't much care whether the reward comes from a slot machine or a loot box.
The Complicated Relationship with Mental Health
Here's where things get genuinely complicated, and where I think a lot of well-meaning interventions go wrong. Gaming problems don't exist in isolation. They're tightly interwoven with depression, anxiety, ADHD, social anxiety, and loneliness (González-Bueso et al., 2018; Carras et al., 2017; Wang et al., 2019). The correlations are strong and consistent across studies.
But correlation isn't causation, and the relationship runs both directions. Longitudinal research, the kind that follows people over time, shows that depression and loneliness predict later problematic gaming, AND that problematic gaming increases later depression, anxiety, and loneliness (Krossbakken et al., 2018; Van Den Eijnden et al., 2018). It's a feedback loop, not a simple cause-and-effect.
This has practical implications. If someone is gaming compulsively, simply removing the games often doesn't solve the underlying problem—and may make things worse by eliminating a coping mechanism without providing alternatives. The depression or social anxiety that made gaming so appealing doesn't disappear when the console does. Effective intervention typically needs to address both the gaming behavior AND the underlying psychological distress.
Critics like Bean et al. (2017) have raised legitimate concerns that current diagnostic criteria may pathologize intense but non-harmful play, and that gaming problems might sometimes be better understood as symptoms of underlying disorders rather than a distinct condition. These debates aren't fully resolved. But the clinical reality is that some people are genuinely suffering, and their suffering deserves to be taken seriously regardless of how we categorize it.
What the Damage Actually Looks Like
For those who do develop gaming disorder, the consequences are real and measurable. Research consistently finds associations with lower academic performance, reduced life satisfaction, weaker social support networks, and higher psychological distress (Limone et al., 2023; Yue, 2024; Mohammad et al., 2023; Adekunle, 2025). These aren't abstract statistics—they represent young people failing out of school, adults losing jobs, relationships fracturing under the weight of neglect.
Mobile gaming presents particular concerns in some populations. Wang et al. (2019) found that mobile game addiction specifically related to social anxiety, loneliness, and depression, particularly in male adolescents. The always-available nature of phone games may create different risk patterns than console or PC gaming, though more research is needed to understand these distinctions fully.
I should note that much of this research focuses on adolescents and young adults, who seem to be at higher risk. This makes developmental sense—the prefrontal cortex, responsible for impulse control and long-term planning, isn't fully developed until the mid-twenties. Add in the social pressures of adolescence and the fact that gaming often serves as a primary social venue for young people, and you have a population that may be especially vulnerable to problematic patterns.
What Actually Helps
I'll be direct about the evidence here: it's not as strong as we'd like. Cognitive-behavioral approaches and multimodal treatments exist and show promise, but rigorous outcome studies are limited (Imataka et al., 2024; Zajac et al., 2017). There's no established "gold standard" treatment the way there is for, say, depression or substance use disorders. The field is still developing.
That said, some principles emerge from the research. Prevention and early intervention focus on building coping skills beyond gaming, strengthening offline social connections, setting reasonable limits around play time, and educating families about warning signs (Yue, 2024; Imataka et al., 2024; Burleigh et al., 2019). For established problems, addressing co-occurring mental health issues seems essential—treating the depression or anxiety alongside the gaming behavior, rather than assuming one will automatically resolve the other.
Moge and Romano (2020) found that coping strategies and social support mediate the relationship between gaming and mental health. In practical terms, this suggests that helping someone develop alternative ways to manage stress and building their non-gaming social network may be as important as directly targeting gaming time. The goal isn't necessarily to eliminate gaming entirely, for many people, that's neither realistic nor necessary but to restore balance and control.
When Should You Be Concerned?
If you're wondering whether gaming has become a problem for you or someone you care about, here are some questions worth sitting with. Not a checklist for diagnosis that requires professional assessment but prompts for honest reflection:
Has gaming become the dominant activity in daily life, pushing out things that used to matter?
Is there persistent difficulty controlling when, how long, or how often gaming happens? Does stopping or cutting back lead to significant irritability, restlessness, or sadness?
Has gaming continued or escalated despite causing clear problems in school, work, relationships, or health?
Are important relationships being neglected or damaged?
Has the person lost interest in hobbies or activities they previously enjoyed?
A "yes" to several of these, persisting over months rather than days or weeks, suggests the pattern may have crossed from heavy engagement into something more concerning. The key distinction isn't hours played—it's whether gaming is enhancing life or eroding it, and whether the person retains meaningful control over their behavior.
Finding Balance
Gaming sits in a strange cultural position right now. It's simultaneously mainstream entertainment and frequent moral panic, celebrated as an art form and blamed for various social ills. Neither extreme captures the reality. For most people, games are what books or movies or sports are, a form of engagement that adds something to life. For a smaller number, the relationship becomes genuinely harmful.
The research suggests we should neither dismiss gaming problems as imaginary nor treat every dedicated gamer as an addict-in-waiting. The distinction between engaged and disordered is real and important. But for those who have crossed that line—who recognize themselves in the patterns described above, help exists, and seeking it isn't weakness or overreaction. It's taking your wellbeing seriously.
What seems most true is something that applies beyond gaming: humans need balance. We need connection with other people, engagement with the physical world, rest and play and meaningful work. When any single activity, gaming or otherwise, crowds out everything else, something has gone wrong. The games themselves aren't the enemy. The loss of balance is.
Getting Support
If you or someone you know is struggling with gaming, you don't have to figure it out alone. Gaming Addicts Anonymous offers a 12-step fellowship for people seeking recovery from compulsive gaming. Based on the same principles that have helped millions with other addictions, GAA provides peer support, structure, and community for those working toward healthier relationships with games.
Additionally, consider reaching out to a mental health professional, particularly one familiar with behavioral addictions, if gaming is significantly impacting your daily functioning, relationships, or wellbeing.
References
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