Gaming-related harms and help-seeking experiences across problem gaming risk groups: A cluster profile analysis

Background and Aims: Gaming disorder (GD) has an emerging evidence base on its etiology, risk factors, and treatment. Less is known about how problem gamers differ in terms of gaming-related harm and help-seeking. This study aimed to identify adult gamer profiles based on GD symptoms and correlates, and examine profile differences in psychosocial risk factors, gaming-related harms and help-seeking. Methods: Adult gamers aged 18 to 30 (N = 1,036; mean age = 25.7 years, SD = 3.1; 33% female) who reported playing >13 h/week recruited via Prolific. Participants completed the Red Box, Green Box, Internet Gaming Disorder Test-10, Short UPPS-P Impulsive Behavior Scale, Difficulties in Emotion Regulation Scale-16, Patient Health Questionnaire-9, Adult ADHD Self-Report Scale, Generalized Anxiety Disorder Scale, Satisfaction with Life Scale, as well as questions on domains of gaming-related harms and help-seeking history and intentions. Cluster profiles were derived using k-means clustering on GD symptoms and correlates. Hierarchical clustering corroborated the number of clusters. Results: A total of 4.9% reported past help-seeking for problem gaming. Cluster analysis identified four distinct profiles: 'impulsive-dysregulated' gamers, 'emotionally vulnerable' gamers, 'impulsive' gamers, and 'regulated' gamers. The 'impulsive-dysregulated' profile reported significantly more GD symptoms, harms, and emotion-regulation difficulties than the other profiles. This profile reported lower help-seeking for gaming and the lowest future intention to seek any support, compared to other profiles. Conclusions: Gamers of varying clinical characteristics reported low rates of treatment-seeking. These results support calls for improving help pathways and resources, including more accessible GD interventions tailored to address emotion regulation and impulse control deficits.

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Journal
Journal of Behavioral Addictions
Published
2026-10-27
DOI
https://doi.org/10.1556/2006.2026.00120
Primary Topic
Impact of Technology on Adolescents
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article
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article

Gaming-related harms and help-seeking experiences across problem gaming risk groups: A cluster profile analysis

Daniel Luke King, Matthew Stevens, Cam Adair, Leanne M. Hides et al.
4 links
Journal of Behavioral Addictions
Impact of Technology on Adolescents
article

Gaming-related harms and help-seeking experiences across problem gaming risk groups: A cluster profile analysis

Daniel Luke King, Matthew Stevens, Cam Adair, Leanne M. Hides, Daniel M. Johnson, Paul Delfabbro, Joël Billieux, Jaime Nuske
article en

Abstract

Background and Aims: Gaming disorder (GD) has an emerging evidence base on its etiology, risk factors, and treatment. Less is known about how problem gamers differ in terms of gaming-related harm and help-seeking. This study aimed to identify adult gamer profiles based on GD symptoms and correlates, and examine profile differences in psychosocial risk factors, gaming-related harms and help-seeking. Methods: Adult gamers aged 18 to 30 (N = 1,036; mean age = 25.7 years, SD = 3.1; 33% female) who reported playing >13 h/week recruited via Prolific. Participants completed the Red Box, Green Box, Internet Gaming Disorder Test-10, Short UPPS-P Impulsive Behavior Scale, Difficulties in Emotion Regulation Scale-16, Patient Health Questionnaire-9, Adult ADHD Self-Report Scale, Generalized Anxiety Disorder Scale, Satisfaction with Life Scale, as well as questions on domains of gaming-related harms and help-seeking history and intentions. Cluster profiles were derived using k-means clustering on GD symptoms and correlates. Hierarchical clustering corroborated the number of clusters. Results: A total of 4.9% reported past help-seeking for problem gaming. Cluster analysis identified four distinct profiles: 'impulsive-dysregulated' gamers, 'emotionally vulnerable' gamers, 'impulsive' gamers, and 'regulated' gamers. The 'impulsive-dysregulated' profile reported significantly more GD symptoms, harms, and emotion-regulation difficulties than the other profiles. This profile reported lower help-seeking for gaming and the lowest future intention to seek any support, compared to other profiles. Conclusions: Gamers of varying clinical characteristics reported low rates of treatment-seeking. These results support calls for improving help pathways and resources, including more accessible GD interventions tailored to address emotion regulation and impulse control deficits.

Journal of Behavioral Addictions
Queensland University of Technology (AU), The University of Queensland (AU), Flinders University (AU), University of South Australia (AU), UCL Australia (AU), Centre Hospitalier Universitaire Vaudois (CH), Adelaide University (AU), The University of Adelaide (AU), University of Lausanne (CH)
Good health and well-being
Openalex Percentile: Top 6%
Impact of Technology on Adolescents
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