Researchers out of Spain and Italy report a globally pooled Internet Gaming Disorder prevalence of 6.1% among adults ages 18–35. Internet Gaming Disorder is considered a condition for further study in DSM-5-TR, with official classification in ICD-11.
Gaming problems often get viewed as an adolescent concern, while evidence indicates growing vulnerability in young adults. Late adolescents and young adults tend to show higher levels of depression, anxiety, and stress, along with lower self-esteem, compared to healthy regular gamers.
DSM-5-TR includes nine criteria for Internet Gaming Disorder, including preoccupation with gaming, withdrawal symptoms, tolerance, unsuccessful attempts to control gaming habits, loss of interest in previous hobbies, continued excessive gaming despite problems, deception about the extent of gaming, gaming used to escape negative mood, and jeopardizing relationships or opportunities. Diagnosis requires at least five of those nine criteria within 12 months.









