Narrative Review · BRAIN 2024

Gaming Balance Console

Screen for Internet Gaming Disorder, balance a week of gaming against sleep, school and activity, weigh the benefits against the harms, and build a prevention plan — grounded in Crucianu et al. (2024).

2bn+Gamers worldwide
3.05%Global gaming disorder (meta-analysis)
3–4%Of gamers addicted
5/9DSM-5 criteria to flag IGD

About this companion

IGD

Video gaming attracts more than two billion users worldwide, most of them teenagers. It is a popular leisure activity with real cognitive and social benefits — yet for a minority it becomes compulsive. The World Health Organization estimates gaming disorder affects 1–3% of the population; a 2021 meta-analysis put global prevalence at 3.05%.

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Run the IGD screening and weekly balance check to see your combined status.

Prevalence at a glance

Rates vary with the diagnostic criteria used and with cultural and regional factors. Direct mortality is low, but sedentary gaming raises indirect risks (obesity, cardiovascular disease).

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