Gaming disorder is recognised as a mental health issue that impacts approximately 1–3% of people internationally (1–3). The condition is associated with physical (e.g., sleep disruption), psychological (e.g., anxiety and depression), social (e.g., impaired quality of relationships) and legacy harms such as reduced employment or educational attainment (4–6). Gaming disorder is highly comorbid with anxiety, depression, ADHD, social phobia, and anxiety, and appears to be more prevalent in male gamers (7, 8). Following a provisional status for ‘internet gaming disorder’ in the DSM-5 (American Psychiatric Association, 2013), gaming disorder was officially adopted at the World Health Assembly in May 2019 as a diagnosis in the eleventh edition of the International Classification of Diseases (ICD-11) (9). Gaming disorder within these health classification systems is characterized by persistent gaming behaviour, impaired control over gaming, and functional impairment due to gaming for a period of at least 12 months in most instances.
Recent systematic reviews and meta-analyses have examined the evidence quality and effectiveness of GD prevention (10–13) and treatment (14–17). To date, research on prevention has tended to focus on school-based prevention programs. Much of the work in this area has been conducted in Asian settings (18, 19), including South Korea and China, where there have been parallel developments in trialling targeted technology-restriction measures including content filters and gaming time limits aimed particularly at younger users (20–23). In terms of treatment, the most common approach has been cognitive-behavioural therapy (CBT), usually delivered in brief individual and group-based formats, and other non-CBT psychotherapeutic interventions (14–16, 24, 25). CBT for GD may be an effective short-term intervention for reducing GD and depressive symptoms, but more studies with follow-up are needed to assess longer-term gains (24, 26). Pharmacological interventions have predominantly employed antidepressants (i.e., bupropion and escitalopram), but their effectiveness is currently unclear due to lack of controlled trials (14). Some treatment centres provide brief voluntary retreats, which typically involve abstinence (so-called ‘detox’) from digital technologies, group therapy and social activities, but these options may be financially burdensome and have limited evidence for their long-term efficacy.
The growing body of literature examining early intervention and treatment for GD highlights several important gaps (14, 15, 19, 25). Zajac et al.’s (15) review of 15 studies reported that the majority had targeted school age samples with just six studies involving adults. The majority of participants were male and almost all were conducted in university settings, however there was some heterogeneity in terms of problem severity (mild, moderate and severe problems) and time spent gaming (ranging daily to weekly sessions, and very low to high levels of gaming time). Treatment was often brief intensive, being conducted over 4 to 8 weeks, and almost all were delivered via face-to-face consultation. Other reviews (14, 25) have reported most studies have been conducted in East Asian settings, indicating a need for cross-cultural perspectives. There are well-documented problems of validity across a wide range of GD tools, including those employed in intervention studies (27, 28). A related problem is that many intervention studies, particularly those in Asia, have relied on problematic internet use measures to evaluate gaming. Together, these reviews suggest that GD interventions may be enhanced by a range of improvements and wider consideration of alternative treatment approaches and delivery methods.
Although many individuals and their families experience gaming-related harm, very few will seek professional help (13, 29). A longitudinal study involving over 4000 adults in Canada reported just 3 percent of the 201 with gaming problems had sought professional help over a 5-year period (30). The type of help surveyed included a family physician, psychologist, psychiatrist, counseling service or telephone helpline. Rates of professional treatment-seeking for other addictive behaviours is approximately 10% (31), much higher than is reported for GD. The reason for the low rate of treatment seeking may be due to structural issues such as the homogeneity of available treatments (intensive and face-to-face). In addition, individual factors related to GD may delay or inhibit treatment seeking, such as low insight, procrastination, impulsivity, and shyness or introversion (32–35). Another possibility is that some individuals with gaming-related problems may initially seek out information, social support and assistance from less formal, convenient sources, such as online support groups (36).
Another important consideration for interventions is the complex nature of GD cases. Given high rates of co-morbidity and GD (e.g., depression, anxiety, substance use and gambling disorder) it may be that people with GD attend other services for more acute issues and therefore do not report seeking help for GD (35). Lau et al. (37) for example, examined the records of 5820 clinically referred youth in the Canadian mental health system and reported that moderate to severe problematic gaming was reported by 13% of the sample; however, most of the sample had been referred for issues including threat or danger to self or others, or other psychiatric symptoms. GD treatment is also challenged by the ubiquity of gaming opportunities and the common perception among patients that maintaining their commitment to the gaming world is preferable to living in reality (38). This suggests a need to examine how health care can be provided so that appropriate services are readily available to anyone concerned about their gaming and is designed appropriately to reflect a range of client insights, preferences, and goals.
Taken together, the evidence suggests a need to broaden the scope of research into GD interventions to address the complexities and varied needs of individuals. To address complex issues related to GD health care, the current study undertook interviews with people experiencing problems with gaming to gather their views of the components of an effective integrated health care approach. Although GD prevalence in New Zealand (NZ) is currently unclear, there is evidence of problematic gamers in this region (39) and surveys of psychiatrists and mental health professionals that suggest NZ gamers and their support networks may seek help via addiction and related services (40, 41). The aims of this study were to: (i) describe the experiences and needs of people with gaming-related problems; and (ii) identify the optimal components of a health care system to support prevention, early intervention and treatment of GD.