Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis

Internet Gaming Disorder (IGD) is recognized as a condition for further study in DSM-5-TR and officially classified in ICD-11. Although gaming problems seem like an adolescent concern, growing evidence indicates that young adults are also vulnerable. This systematic review and meta-analysis aimed to estimate the global prevalence of IGD among young adults and identify sociodemographic and methodological moderators associated with its variability. Ninety-six analytical samples from 93 studies published (2015-2025) were included, comprising 149,601 participants aged 18-35 (M<sub>age</sub> = 23.53 years, SD<sub>age</sub> = 6.28; 51.22 % female). Generalized linear mixed models were applied to compute pooled prevalence estimates. The pooled prevalence of IGD was 6.1 % (95 % CI: 5.03-7.40). Prevalence was significantly higher in gamer-only samples (8.1 %, 95 % CI: 5.91-11.01) compared to mixed samples, including gamers and non-gamers (5.47 %, 95 % CI: 4.33-6.90). Moderator analyses showed that IGD prevalence differed by diagnostic instrument (IGDS and DSM-V criteria > IGDT-10) and by sample size, and a trend also emerged suggesting lower prevalence with higher proportions of women. In gamer-only samples, prevalence increased over time and in studies with a higher risk of bias. In mixed samples, prevalence differed by instrument (IGDS > GAS) and was negatively associated with sample size. These findings indicate that IGD is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies.

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Publication Details

Journal
Addictive Behaviors
Published
2025-11-27
DOI
https://doi.org/10.1016/j.addbeh.2025.108576
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20
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article

Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis

Júlia Gisbert-Pérez, Claudio Longobardi, Sofia Mastrokoukou, Laura Badenes‐Ribera et al.
1 citations
Addictive Behaviors
Impact of Technology on Adolescents
4.20
article

Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis

Júlia Gisbert-Pérez, Claudio Longobardi, Sofia Mastrokoukou, Laura Badenes‐Ribera, Manuel Martí Vilar
article en
1 citations

Abstract

Internet Gaming Disorder (IGD) is recognized as a condition for further study in DSM-5-TR and officially classified in ICD-11. Although gaming problems seem like an adolescent concern, growing evidence indicates that young adults are also vulnerable. This systematic review and meta-analysis aimed to estimate the global prevalence of IGD among young adults and identify sociodemographic and methodological moderators associated with its variability. Ninety-six analytical samples from 93 studies published (2015-2025) were included, comprising 149,601 participants aged 18-35 (M<sub>age</sub> = 23.53 years, SD<sub>age</sub> = 6.28; 51.22 % female). Generalized linear mixed models were applied to compute pooled prevalence estimates. The pooled prevalence of IGD was 6.1 % (95 % CI: 5.03-7.40). Prevalence was significantly higher in gamer-only samples (8.1 %, 95 % CI: 5.91-11.01) compared to mixed samples, including gamers and non-gamers (5.47 %, 95 % CI: 4.33-6.90). Moderator analyses showed that IGD prevalence differed by diagnostic instrument (IGDS and DSM-V criteria > IGDT-10) and by sample size, and a trend also emerged suggesting lower prevalence with higher proportions of women. In gamer-only samples, prevalence increased over time and in studies with a higher risk of bias. In mixed samples, prevalence differed by instrument (IGDS > GAS) and was negatively associated with sample size. These findings indicate that IGD is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies.

Addictive BehaviorsVol. 174
University of Salerno (IT), Universitat de València (ES), University of Turin (IT)
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.20
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