Gaming disorder statistics worldwide
TherapyRoute
Clinical Editorial
Cape Town, South Africa
❝How many people play video games and how many show signs of gaming disorder worldwide and in countries on every continent, how much the count depends on how it is measured, problematic internet, smartphone and social media use, and how few young people seek help. Every figure says who was asked and how.❞
Updated October 2026
In this Article
Most people who play video games do so without problems. Gaming disorder is uncommon: a global review put it at about 3.0% of people in the studies it pooled 1. The key figures below come from that review, from the Health Behaviour in School-aged Children survey, which runs with the WHO Regional Office for Europe, and from studies in East Asia.
For that small share of people, gaming takes over: they lose control over how much they play, put it ahead of other parts of life, and carry on despite clear harm. The World Health Organization recognises this pattern as gaming disorder in ICD-11, its international list of health conditions used for diagnosis.
Researchers still debate how best to measure gaming disorder, and figures vary widely with the screening tool, the threshold and who answers. Screening questionnaires flag possible problems, not diagnoses. Each figure below names its sample and method. Prevalence is the share of people with a condition at a given time. A meta-analysis, or pooled estimate, combines the results of many studies into one figure.
Key figures
- A global review by Stevens and colleagues, as corrected after publication, put the pooled prevalence of gaming disorder across its included studies at 3.0%. (pooled from prevalence studies, at one point in time, published 2022) 1
- In the Health Behaviour in School-aged Children (HBSC) survey, 68% of adolescents aged eleven, thirteen and fifteen in the eleven European countries and regions with gaming data were gamers without problems in 2021/2022. The survey runs with the WHO Regional Office for Europe. (survey, at one point in time, 2021/2022 data) 2
- In the European countries and regions where the Health Behaviour in School-aged Children survey could classify gaming, 12% of adolescents were at risk of problematic gaming in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- In South Korea's 2021 national mental health survey, 0.8% of adults aged eighteen to forty-nine who played internet or online games had internet gaming disorder in the past twelve months. (survey, past 12 months, 2021 data) 3
- Across East Asian studies that used random samples of the general population, the pooled rate of gaming disorder was 6%. (pooled from prevalence studies, at one point in time, published 2022) 4
Getting help
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Find a teen therapistGaming among young people
Gaming is part of most young people's lives. In European school surveys, most adolescents who play show no signs of problems, while a minority are at risk, more often boys than girls. A cut-off is the score on a questionnaire at which a person counts as likely to have a condition; it is not a diagnosis. A quota sample picks people to match the population on set traits, such as age and sex.
- In the European countries and regions where the Health Behaviour in School-aged Children survey could classify gaming, 16% of boys were at risk of problematic gaming in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- In the eleven European countries and regions where the HBSC school survey could classify gaming, 7% of girls aged eleven, thirteen and fifteen were at risk of problematic gaming in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- In the European countries and regions that asked about gaming in the Health Behaviour in School-aged Children survey, about a third of adolescents, 34%, played digital games every day in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- In the European countries and regions that asked about gaming in the Health Behaviour in School-aged Children survey, 22% of adolescents gamed for four hours or more on gaming days in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- Among the countries where the Health Behaviour in School-aged Children survey could classify gaming, the share of adolescents at risk of problematic gaming was highest in Malta, at 19%, in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- Among the European countries with gaming data in the Health Behaviour in School-aged Children survey, the share of adolescents at risk of problematic gaming was lowest in the Netherlands, at 5%, in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- In the Longitudinal Study of Australian Children, 53% of boys aged twelve to thirteen played video games daily. (survey, at one point in time, 2012-2016 data) 5
- In the Longitudinal Study of Australian Children, 36% of girls aged twelve to thirteen played video games daily, a share that fell as they grew older. (survey, at one point in time, 2012-2016 data) 5
- In an online quota sample of adults in Germany in 2025, 59.2% had played computer games in the past year. (survey, past 12 months, 2025 data) 6
- In a national school survey in Saudi Arabia, 82.2% of middle and high school students played video games. (survey, at one point in time, 2021–2022 data) 7
- In Azerbaijan, 16.1% of adolescents who game, aged eleven to sixteen, showed problematic gaming in a school survey, the highest of the countries compared. (survey, at one point in time, 2017-2018 data) 8
- In England, 12.3% of adolescents who game, aged eleven to sixteen, showed problematic gaming in a school survey. (survey, at one point in time, 2017-2018 data) 8
- In the United States, 7.0% of screen-using adolescents aged eleven to twelve in a national multi-site cohort met the study's cutoff for problematic video game use. (cohort study, at one point in time, 2018-2020 data) 9
How common gaming disorder is
Studies of random samples of the general population find much lower rates than studies of students or people who already game a lot. How strictly researchers apply the criteria changes the count several times over. The DSM is the American Psychiatric Association's diagnostic manual. In the DSM-5-TR, the American Psychiatric Association lists internet gaming disorder among conditions recommended for further research, not as a formal diagnosis 10. The World Health Organization includes gaming disorder as a diagnosis in ICD-11 10. A convenience sample consists of people who chose to take part.
| Country | Finding | Study type | Year | Source |
|---|---|---|---|---|
| Worldwide | In the corrected review, males were about 2.3 times as likely as females to report gaming disorder. | Meta-analysis of studies, at one point in time | published 2022 | 1 |
| South Korea | In the national mental health survey of South Korea in 2021, 8.4% of adults aged eighteen to forty nine who played internet or online games showed problematic game use in the past month. | Survey, at one point in time | 2021 | 3 |
| East Asia | Across studies in East Asia, the pooled rate of gaming disorder was 12%, but studies of gamers and non-random samples pushed this figure up. | Pooled from prevalence studies, at one point in time | published 2022 | 4 |
| East Asia | Across studies in East Asia, the pooled rate of gaming disorder was 16% among males, twice the rate among females. | Pooled from prevalence studies, at one point in time | published 2022 | 4 |
| Southeast Asia | Across studies in Southeast Asia, the pooled rate of gaming disorders was 10.1%. | Pooled from prevalence studies, at one point in time | published 2020 | 11 |
| Southeast Asia | Across studies in Southeast Asia, the pooled rate of internet addiction on screening questionnaires was 20.0%. | Pooled from prevalence studies, at one point in time | published 2020 | 11 |
| Worldwide | Across studies worldwide, the pooled rate of internet gaming disorder among children and adolescents was 10%, with very wide differences between studies and screening tools. | Pooled from prevalence studies, at one point in time | published 2026 | 12 |
| Switzerland | Among French-speaking young men at a Swiss army conscription centre in 2019-2020, 2.5% gave self-reported answers meeting all three ICD-11 gaming disorder criteria. | Survey, past 12 months | 2019-2020 | 13 |
| Switzerland | Among French-speaking young men at a Swiss army conscription centre who had been online in the past year, 3.8% met the broader DSM criteria for internet gaming disorder. | Survey, past 12 months | 2019-2020 | 13 |
| Germany | In an online quota sample of adults in Germany in 2025, 7% screened positive for probable gaming disorder. | Survey, past 12 months | 2025 | 6 |
| Germany | In a population-based study of adolescents in Germany, 2.9% met questionnaire criteria based on the ICD-11 gaming disorder diagnosis in 2019, before the pandemic. | Survey, past 12 months | 2019 | 14 |
| Germany | In a population-based study of adolescents aged ten to seventeen in Germany, the share meeting questionnaire criteria for gaming disorder peaked at 6.5% in 2023. | Survey, past 12 months | 2023 | 14 |
| Germany | By 2024, the share of adolescents aged ten to seventeen meeting questionnaire criteria for gaming disorder in the population-based study in Germany had fallen to 3.9%, still above its level before the pandemic. | Survey, past 12 months | 2024 | 14 |
| Mexico | Among seven thousand and twenty-two first-year students at five universities in Mexico, 5.2% met the criteria for internet gaming disorder in the past twelve months. | Survey, past 12 months | 2018-2019 | 15 |
| Mexico | When severe impairment in daily life was also required, the rate among first-year students at five universities in Mexico fell to 0.7%. | Survey, past 12 months | 2018-2019 | 15 |
| Brazil | Among five hundred and fifty-five students at one federal institute in southern Brazil who had played games in the past year, 38.2% showed internet gaming disorder symptoms on a lenient screening cut-off. | Survey, past 12 months | 2017 | 16 |
| Saudi Arabia | Among school students who play video games across all regions of Saudi Arabia, 20.5% screened positive for gaming disorder on a nine item questionnaire. | Survey, at one point in time | 2021–2022 | 7 |
| Egypt | Among eight hundred and seventy students at Mansoura University in Egypt, 6% met the criteria for internet gaming disorder. | Survey, at one point in time | 2021–2022 | 17 |
| Australia | Among students aged thirteen at schools in three Australian states, 15% screened positive for gaming disorder on a self-report questionnaire during the pandemic years. | Survey, at one point in time | 2019-2022 | 18 |
| China | Pooling thirty-two studies of adolescents in China, a worldwide review found that 11.7% met screening criteria for gaming disorder. | Pooled from prevalence studies | published 2025 | 19 |
| Egypt, Saudi Arabia, Indonesia and India | Among medical students in studies from Egypt, Saudi Arabia, Indonesia and India, a pooled 6.2% met screening criteria for internet gaming disorder. | Pooled from prevalence studies | published 2021 | 20 |
| Pakistan | In Karachi, Pakistan, 17.5% of higher secondary school students who had gamed in the past three months met screening criteria for internet gaming disorder, at a private and a government school. | Survey, at one point in time | 2023 | 21 |
| Thailand | In a rural province of Thailand, 5.4% of secondary school students aged twelve to eighteen screened positive for internet gaming disorder. | Survey, at one point in time | 2017-2018 | 22 |
| Lebanon | In Lebanon, 4.3% of university students in an online convenience sample scored in the gaming disorder range. | Survey, at one point in time | 2019 | 23 |
| Lebanon | In an online survey of university students in Lebanon who chose to take part, 35.7% of those who scored in the gaming disorder range screened positive for attention-deficit hyperactivity disorder, more than other students. | Survey, at one point in time | 2019 | 23 |
| Sweden | In Sweden, 1.2% of people aged over fifteen who took an online self-test met the cutoff for gaming addiction. | Survey, at one point in time | 2017 | 24 |
| Latin America (five countries) | Among League of Legends players aged eighteen to thirty-five recruited online in Mexico, Colombia, Peru, Chile and Ecuador, 12.3% showed probable internet gaming disorder. | Survey, at one point in time | 2022-2023 | 25 |
Internet, smartphone and social media use
Problematic use of the internet, smartphones and social media overlaps with gaming problems. These figures rest mostly on screening questionnaires in student samples, and the evidence is weaker than for gaming disorder. A median is the middle value when you put the studies' rates in order.
- Across Europe, central Asia and Canada, 11% of adolescents reported problematic social media use in 2021/2022. (survey, at one point in time, 2021/2022 data) 2
- Across studies in seven African countries, mostly of students, the pooled rate of internet addiction on screening questionnaires was 40.3%; the review rated the certainty of this estimate as very low. (pooled from prevalence studies, at one point in time, published 2022) 26
- Across studies in Iran, mostly of students, the pooled rate of internet addiction was 20%. (pooled from prevalence studies, at one point in time, published 2017) 27
- Across the thirteen studies that reported it, in a review of mostly students in seven African countries, the pooled rate of severe internet addiction was 6.3%. (pooled from prevalence studies, at one point in time, published 2022) 26
- Across studies of children and young people, the median rate of problematic smartphone use was 23.3%, about one in four. (meta-analysis of studies, at one point in time, published 2019) 28
Who seeks help
The studies below show how many young people had sought help, and in Flanders how many knew where to find it. In New Zealand's publicly funded addiction and youth services, many clinicians screened without a standard tool.
- Among first-year students at five universities in Mexico who met internet gaming disorder criteria, 21.9% had ever had psychological or medical treatment. (survey, lifetime (ever), 2018-2019 data) 15
- Among adolescent gamers in Flanders, Belgium, 53.4% knew where they could seek help for gaming problems. (survey, at one point in time, published 2026, fieldwork year not stated) 29
- Among adolescent gamers in Flanders, Belgium, only 3.5% had sought help for gaming problems. (survey, at one point in time, published 2026, fieldwork year not stated) 29
- In an online survey of a convenience sample of governmental schools in northern Jordan, 36.7% of adolescents aged ten to seventeen with internet access had never received guidance on online gaming's harms. (survey, at one point in time, 2025 data) 30
- At a specialist gaming clinic in Sweden, clinicians rated 69% of people aged twelve to forty-nine seeking treatment as having significant problems with daily functioning. (at one point in time, 2022-2024 data) 31
- At a specialist gaming clinic in Sweden, 37% of people aged twelve to forty-nine seeking treatment referred themselves, while parents referred most younger patients. (at one point in time, 2022-2024 data) 31
- In New Zealand's publicly funded addiction and youth services, 61.4% of clinicians who had seen an internet-addiction client mainly screened for gaming disorder by talking, without a set questionnaire. (survey, at one point in time, 2021 data) 32
- Among clinicians in New Zealand's publicly funded addiction and youth services who had seen at least one client for an internet-enabled addiction, only 15.9% mainly used a standardised screening tool for gaming disorder. (survey, at one point in time, 2021 data) 32
How to read these figures
Gaming disorder is a contested diagnosis. Researchers disagree about where heavy but healthy play ends and disorder begins, so figures depend heavily on the tool and threshold used.
Screening questionnaires flag possible problems. A clinical diagnosis requires significant harm to daily life, usually over at least a year, or sooner when the problems are severe.
Studies of students, gamers or online volunteers give higher figures than random samples of the population.
Playing a lot is not the same as having a disorder. Many people who play for hours each day have no problems.
If gaming is causing problems for you or your child, a psychologist or counsellor can help. Our guide on how to find the right therapist explains what to look for. If you are in distress right now, see our helplines and crisis lines worldwide.
Cite this page: TherapyRoute. Gaming disorder statistics worldwide. https://www.therapyroute.com/article/gaming-disorder-statistics-worldwide-by-therapyroute. Last updated 26 October 2026.
References
- [1] Corrigendum to Stevens, Dorstyn, Delfabbro and King, Global prevalence of gaming disorder: a systematic review and meta-analysis. Australian and New Zealand Journal of Psychiatry (via Flinders University repository), 2022 researchnow.flinders.edu.au.
- [2] A focus on adolescent social media use and gaming in Europe, central Asia and Canada. Health Behaviour in School-aged Children international report from the 2021/2022 survey. Volume 6. WHO Regional Office for Europe (Boniel-Nissim et al.), 2024 iris.who.int.
- [3] Prevalence, correlates, and comorbidities of internet gaming disorder and problematic game use: national mental health survey of Korea 2021. Frontiers in Psychiatry (Ko et al.), 2024 pmc.ncbi.nlm.nih.gov.
- [4] Prevalence of gaming disorder in East Asia: A comprehensive meta-analysis. Journal of Behavioral Addictions (Liao et al.), 2022 pmc.ncbi.nlm.nih.gov.
- [5] What is the link between video gaming and gambling? Australian Institute of Family Studies, Growing Up in Australia (Sakata and Jenkinson), 2022 aifs.gov.au.
- [6] Gaming disorder: Prevalence and association with psychosocial outcomes in the German general adult population. Addictive Behaviors Reports (Hajek et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [7] Prevalence of video gaming disorder in Saudi Arabia: a school-based national study. Journal of the Egyptian Public Health Association (Alfaleh et al.), 2024 pmc.ncbi.nlm.nih.gov.
- [8] A cross-national comparison of problematic gaming behavior and well-being in adolescents. Journal of Behavioral Addictions (van der Neut et al.), 2023 pmc.ncbi.nlm.nih.gov.
- [9] Associations between adverse childhood experiences and early adolescent problematic screen use in the United States. BMC Public Health (Raney et al.), 2023 pmc.ncbi.nlm.nih.gov.
- [10] Internet Gaming. American Psychiatric Association (Sherer), January 2023 psychiatry.org.
- [11] Prevalence of Internet Addiction and Gaming Disorders in Southeast Asia: A Meta-Analysis. International Journal of Environmental Research and Public Health (Chia et al.), 2020 pmc.ncbi.nlm.nih.gov.
- [12] Global prevalence of internet gaming disorder in children and adolescents: a systematic review and meta-analysis. Child and Adolescent Psychiatry and Mental Health (Barboza et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [13] Estimated prevalence of gaming disorder based on ICD-11 and DSM-5 frameworks in a large and representative sample of young Swiss men. Addictive Behaviors Reports (de Ternay et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [14] Epidemiology of adolescent gaming disorder: A 6-year population-based longitudinal study (2019-2024). European Psychiatry (Busch et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [15] DSM-5 Internet gaming disorder among a sample of Mexican first-year college students. Journal of Behavioral Addictions (Borges et al.), 2019 pmc.ncbi.nlm.nih.gov.
- [16] Prevalence and risk factors for internet gaming disorder. Brazilian Journal of Psychiatry (Severo et al.), 2020 pmc.ncbi.nlm.nih.gov.
- [17] Internet gaming disorder and psychological well-being among university students in Egypt. BMC Psychology (Shouman et al.), 2023 pmc.ncbi.nlm.nih.gov.
- [18] The directionality of anxiety and gaming disorder: An exploratory analysis of longitudinal data from an Australian youth population. Frontiers in Psychiatry (Kim et al.), 2022 pmc.ncbi.nlm.nih.gov.
- [19] Burden of gaming disorder among adolescents: A systemic review and meta-analysis. Public Health in Practice (Satapathy et al.), 2025 pmc.ncbi.nlm.nih.gov.
- [20] Prevalence of Internet Gaming Disorder in Medical Students: A Meta-Analysis. Frontiers in Psychiatry (Chiang et al.), 2021 pmc.ncbi.nlm.nih.gov.
- [21] Internet gaming disorder and violent video gameplay among higher secondary school-going adolescents in Karachi, Pakistan. PLOS Mental Health (Turabi et al.), 2025 pmc.ncbi.nlm.nih.gov.
- [22] Prevalence and associated factors of internet gaming disorder among secondary school students in rural community, Thailand: a cross-sectional study. BMC Research Notes (Taechoyotin et al.), 2020 pmc.ncbi.nlm.nih.gov.
- [23] Relationships of gaming disorder, ADHD, and academic performance in university students: A mediation analysis. PLOS ONE (Hawi and Samaha), 2024 pmc.ncbi.nlm.nih.gov.
- [24] Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics. Addictive Behaviors Reports (André et al.), 2020 pmc.ncbi.nlm.nih.gov.
- [25] Prevalence of internet gaming disorder and measurement invariance of the IGDS9-SF in a high-risk Latin American sample. Frontiers in Psychiatry (Blandon et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [26] Prevalence of internet addiction in Africa: A systematic review and meta-analysis. Journal of Behavioral Addictions (Endomba et al.), 2022 pmc.ncbi.nlm.nih.gov.
- [27] Prevalence of Internet Addiction in Iran: A Systematic Review and Meta-analysis. Addiction and Health (Modara et al.), 2017 pmc.ncbi.nlm.nih.gov.
- [28] Prevalence of problematic smartphone usage and associated mental health outcomes amongst children and young people: a systematic review, meta-analysis and GRADE of the evidence. BMC Psychiatry (Sohn et al.), 2019 pmc.ncbi.nlm.nih.gov.
- [29] Gambling-like gaming, offline leisure, and help-seeking in problematic gaming among Flemish adolescents: a three-wave longitudinal study. Frontiers in Psychology (Geudens et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [30] Adolescent Online Gaming in Jordan: A Cross-Sectional Study on Habits and Health Perceptions Through the Health Belief Model. Journal of Child and Adolescent Psychiatric Nursing (Khatatbeh et al.), 2026 pmc.ncbi.nlm.nih.gov.
- [31] Who seeks treatment for gaming? Characteristics of young and adult patients seeking treatment for gaming disorder. Frontiers in Psychiatry (Bore et al.), 2025 pmc.ncbi.nlm.nih.gov.
- [32] The Practice and Feasibility of Screening, Treatment, and Referral for Gaming Problems in Gambling, Alcohol and Other Drugs, and Youth Services. International Journal of Mental Health and Addiction (Park et al.), 2023 pmc.ncbi.nlm.nih.gov.
Important: TherapyRoute does not provide medical advice. All content is for informational purposes and cannot replace consulting a healthcare professional. If you face an emergency, please contact a local emergency service. For immediate emotional support, consider contacting a local helpline.
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