Digital Dependency: Tips for Diagnosis, Screening, and Management of Gaming Disorders

Edmund Shi, DO

American Family Physician. 2025;112(5):554-557.

Author disclosure: No relevant financial relationships

EDMUND SHI, DO, Cleveland Clinic Mercy Medical Center, Canton, Ohio

Address correspondence to Edmund Shi, DO, at shie2@ccf.org.

Author disclosure: No relevant financial relationships

  1. 1.Richter F. Sony and Nintendo dominate console leaderboard. September 9, 2025. Accessed September 9, 2025. https://www.statista.com/chart/18903/video-game-console-sales//
  2. 2.Zendle D, Flick C, Halgarth D, et al. Cross-cultural patterns in mobile playtime: an analysis of 118 billion hours of human data. Sci Rep. 2023;13(1):386.
  3. 3.Gao YX, Wang JY, Dong GH. The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: systematic reviews and meta-analyses. J Psychiatr Res. 2022;154:35-43.
  4. 4.Archer B. ESA essentials facts report finds 60% of adults play video games as entertainment. June 3, 2025. Accessed June 17, 2025. https://www.cepro.com/news/esa-essential-facts-about-u-s-video-game-industry-report-finds-60-of-adults-are-gamers/618975/
  5. 5.Park C, Angelica P, Trisnadi AI. Global impacts of video gaming behavior on young adults’ mental health during the COVID-19 pandemic: a systematic literature review. Social Sci Humanities. 2025;11:101229.
  6. 6.King DL, Chamberlain SR, Carragher N, et al. Screening and assessment tools for gaming disorder: a comprehensive systematic review. Clin Psychol Rev. 2020;77:101831.
  7. 7.Nagata JM, Helmer CK, Al-Shoaibi AA. Beyond screen time—addictive screen use patterns and adolescent mental health [editorial]. JAMA. 2025;334(3):214-216.
  8. 8.Greenfield DN. Clinical considerations in internet and video game addiction treatment. Child Adolesc Psychiatr Clin N Am. 2022;31(1):99-119.
  9. 9.Gentile DA, Bailey K, Bavelier D, et al. Internet gaming disorder in children and adolescents. Pediatrics. 2017;140(suppl 2):S81-S85.
  10. 10.Xiao Y, Meng Y, Brown TT, et al. Addictive screen use trajectories and suicidal behaviors, suicidal ideation, and mental health in US youths. JAMA. 2025;334(3):219-228.
  11. 11.Diagnostic and Statistical Manual of Mental Disorders, 5th ed., text revision. American Psychiatric Association; 2013.
  12. 12.World Health Organization. International Classification of Diseases 11th revision (ICD-11). Accessed September 22, 2025. https://icd.who.int/en/
  13. 13.Chan GCK, Saunders JB, Stjepanović D, et al. The Gaming Disorder Identification Test (GADIT) —a screening tool for gaming disorder based on ICD-11. J Behav Addict. 2024;13(3):729-741.
  14. 14.Peter SC, Ginley MK, Pfund RA. Assessment and treatment of internet gaming disorder. Health Serv Psychol. 2020;46:29-36.
  15. 15.Zajac K, Ginley MK, Chang R. Treatments of internet gaming disorder: a systematic review of the evidence. Expert Rev Neurother. 2020;20(1):85-93.
  16. 16.Lecuona O, Lin CY, Montag C, et al. A network analysis of the Internet Gaming Disorder Scale—Short-Form (IGDS9-SF): an intercontinental large-scale study. Int J Ment Health Addict. 2024. Accessed September 22, 2025. https://link.springer.com/content/pdf/10.1007/s11469-024-01320-1.pdf
  17. 17.Nagata JM, Paul A, Yen F, et al. Associations between media parenting practices and early adolescent screen use. Pediatr Res. 2025;97(1):403-410.

Case scenarios are written to express typical situations that family physicians may encounter; authors remain anonymous. Send scenarios to afpjournal@aafp.org. Materials are edited to retain confidentiality.

This series is coordinated by Caroline Wellbery, MD, associate deputy editor.

A collection of Curbside Consultation published in AFP is available at https://www.aafp.org/afp/curbside.

Copyright © 2026 by the American Academy of Family Physicians.

This content is owned by the AAFP. A person viewing it online may make one printout of the material and may use that printout only for his or her personal, non-commercial reference. This material may not otherwise be downloaded, copied, printed, stored, transmitted or reproduced in any medium, whether now known or later invented, except as authorized in writing by the AAFP. See permissions for copyright questions and/or permission requests.