The role of videogame genre and platform in gaming disorder tendencies: A large-scale world-wide study of gamers' preferences

Abstract Background and aims Literature suggests that individual differences in tendencies toward gaming disorder (GD) may be associated with characteristics of the video games people prefer. We examined how game genre, multiplayer capability, and platform relate to GD tendencies assessed using both APA (DSM-5) and WHO (ICD-11) frameworks in a large international sample of gamers. Methods We analyzed cross-sectional online data from 116,047 gamers. Participants completed validated measures of GD symptoms aligned with DSM-5 and ICD-11 and reported the genre, multiplayer capability, and platform of their currently preferred game. Associations were examined using bivariate and multivariate analyses. We additionally applied a Random Forest model to evaluate the predictive contribution of game-related variables to GD scores. Results GD levels were highest among participants preferring games with multiplayer capabilities, while positive associations with shooter and casual games were particularly evident among console users. In contrast, puzzle, platformer, and board games showed negative associations with GD scores. Players preferring desktop or laptop computers reported higher GD scores than those favoring consoles or small devices. In Random Forest models, game genre and multiplayer capability were modestly predictive of GD scores ( R ≈ .08–.15) with predictive accuracy being higher for participants who used console and desktop computers and lowest among small-device users. Conclusions Multiplayer capability and preferred genre were consistently related to GD tendencies across DSM-5 and ICD-11 measures. However, these variables alone offered limited predictive power, indicating that GD risk is only partly explained by game characteristics and likely depends on broader individual and contextual factors.

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Publication Details

Journal
Journal of Behavioral Addictions
Published
2026-05-18
DOI
https://doi.org/10.1556/2006.2026.00022
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
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article

The role of videogame genre and platform in gaming disorder tendencies: A large-scale world-wide study of gamers' preferences

Davide Marengo, Bruno Schivinski, HM Pontes, Christian Montag
Journal of Behavioral Addictions
Impact of Technology on Adolescents
article

The role of videogame genre and platform in gaming disorder tendencies: A large-scale world-wide study of gamers' preferences

Davide Marengo, Bruno Schivinski, HM Pontes, Christian Montag
article en

Abstract

Abstract Background and aims Literature suggests that individual differences in tendencies toward gaming disorder (GD) may be associated with characteristics of the video games people prefer. We examined how game genre, multiplayer capability, and platform relate to GD tendencies assessed using both APA (DSM-5) and WHO (ICD-11) frameworks in a large international sample of gamers. Methods We analyzed cross-sectional online data from 116,047 gamers. Participants completed validated measures of GD symptoms aligned with DSM-5 and ICD-11 and reported the genre, multiplayer capability, and platform of their currently preferred game. Associations were examined using bivariate and multivariate analyses. We additionally applied a Random Forest model to evaluate the predictive contribution of game-related variables to GD scores. Results GD levels were highest among participants preferring games with multiplayer capabilities, while positive associations with shooter and casual games were particularly evident among console users. In contrast, puzzle, platformer, and board games showed negative associations with GD scores. Players preferring desktop or laptop computers reported higher GD scores than those favoring consoles or small devices. In Random Forest models, game genre and multiplayer capability were modestly predictive of GD scores ( R ≈ .08–.15) with predictive accuracy being higher for participants who used console and desktop computers and lowest among small-device users. Conclusions Multiplayer capability and preferred genre were consistently related to GD tendencies across DSM-5 and ICD-11 measures. However, these variables alone offered limited predictive power, indicating that GD risk is only partly explained by game characteristics and likely depends on broader individual and contextual factors.

Journal of Behavioral Addictions
Gdańsk University of Technology (PL), University of Macau (MO), University of Turin (IT), Birkbeck, University of London (GB)
Openalex Percentile: Top 3%
Impact of Technology on Adolescents
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