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Gaming disorder

Gaming is a globally widespread and growing activity, with significant variations between countries. In nations with younger populations, gaming is highly common, while in Sweden, the prevalence is lower. As in many other countries, gaming is most frequent among younger people.

Since 2018, gaming disorder has been included in the World Health Organization’s ICD-11 classification system. This means that what was previously considered problematic gaming can now be formally diagnosed if specific criteria are met. However, uncertainty remains regarding its real-world implications. Researchers and practitioners continue to debate how common gaming disorder is, who is most affected, what treatment should involve, and whether the diagnostic criteria are scientifically relevant. The introduction of the diagnosis has also influenced research, diagnostics, and treatment approaches in Sweden.

The report highlights key concerns and the role of manipulative game design in fostering problematic gaming behavior. It also notes an increasing demand for interventions from child and adolescent psychiatry, parent groups, and school health services. These stakeholders emphasize the need for further research and support to better understand and address gaming disorder in young people.

  • Swedish Safer Internet Centre
  • organisations and industry
  • Sweden

Gaming is a globally widespread and growing activity, with significant variations between countries. In nations with younger populations, gaming is highly common, while in Sweden, the prevalence is lower. As in many other countries, gaming is most frequent among younger people.

Since 2018, gaming disorder has been included in the World Health Organization’s ICD-11 classification system. This means that what was previously considered problematic gaming can now be formally diagnosed if specific criteria are met. However, uncertainty remains regarding its real-world implications. Researchers and practitioners continue to debate how common gaming disorder is, who is most affected, what treatment should involve, and whether the diagnostic criteria are scientifically relevant. The introduction of the diagnosis has also influenced research, diagnostics, and treatment approaches in Sweden.

The report highlights key concerns and the role of manipulative game design in fostering problematic gaming behavior. It also notes an increasing demand for interventions from child and adolescent psychiatry, parent groups, and school health services. These stakeholders emphasize the need for further research and support to better understand and address gaming disorder in young people.

  • Swedish Safer Internet Centre
  • organisations and industry
  • Sweden

© BIK
© BIK
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