Gaming disorder assessment tools: A comprehensive systematic review

Gaming disorder (GD) is an emerging addictive disorder, comparable to gambling disorder, that has been included in the International Classification of Diseases, Eleventh Revision (ICD-11). Globally, the study of GD has grown rapidly but the research base has been criticized for its inconsistent assessment. This comprehensive systematic review aimed to update two previous reviews (2013, 2020) to evaluate all English-language GD tools and their research evidence. A database search identified 49 tools employed across 1,296 peer-reviewed studies involving more than 2.7 million participants. Tools were evaluated according to: conceptual alignment and practical utility; compatibility with DSM-5-TR and ICD-11 criteria; sample and study characteristics; and psychometric properties. The evaluation showed that the GD field has greatly proliferated across its health subdisciplines and quadrupled in size since 2020. Based on review data from 2013 and 2020, and assuming similar growth and sustainability, the GD field may increase to more than 2,000 studies by 2033. Key findings included: (1) tool coverage of DSM-5-TR and ICD-11 criteria has improved, particularly for assessment of impaired control; (2) instrument choice differs considerably across epidemiological, neurobiological, and treatment research streams; and (3) many tools demonstrate basic reliability and validity indicators, but more rigorous psychometric validation is needed. The GD field would benefit from an international ‘gold standard’ tool to harmonize measurement and generate a more cohesive evidence base. To advance, the field should capitalize on opportunities for innovation in screening to more effectively assess the unique needs, challenges, and characteristics of gaming populations.

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Publication Details

Journal
PsyArXiv (OSF Preprints)
Published
2026-11-10
DOI
https://doi.org/10.31234/osf.io/c2y8f
Primary Topic
Impact of Technology on Adolescents
Type
preprint
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preprint

Gaming disorder assessment tools: A comprehensive systematic review

Matthew Stevens, Daniel Luke King, Muddsar Hameed, Zsolt Demetrovics et al.
PsyArXiv (OSF Preprints)
Impact of Technology on Adolescents
preprint

Gaming disorder assessment tools: A comprehensive systematic review

Matthew Stevens, Daniel Luke King, Muddsar Hameed, Zsolt Demetrovics, Sanni Behm, Simone N. Rodda, Henrietta Bowden‐Jones, Paul Delfabbro, Stéphanie Baggio, Marc Nicholas Potenza, Joël Billieux, Christina R. Galanis, Katajun Lindenberg, Marcela Radünz, Matthias Brand
preprint en

Abstract

Gaming disorder (GD) is an emerging addictive disorder, comparable to gambling disorder, that has been included in the International Classification of Diseases, Eleventh Revision (ICD-11). Globally, the study of GD has grown rapidly but the research base has been criticized for its inconsistent assessment. This comprehensive systematic review aimed to update two previous reviews (2013, 2020) to evaluate all English-language GD tools and their research evidence. A database search identified 49 tools employed across 1,296 peer-reviewed studies involving more than 2.7 million participants. Tools were evaluated according to: conceptual alignment and practical utility; compatibility with DSM-5-TR and ICD-11 criteria; sample and study characteristics; and psychometric properties. The evaluation showed that the GD field has greatly proliferated across its health subdisciplines and quadrupled in size since 2020. Based on review data from 2013 and 2020, and assuming similar growth and sustainability, the GD field may increase to more than 2,000 studies by 2033. Key findings included: (1) tool coverage of DSM-5-TR and ICD-11 criteria has improved, particularly for assessment of impaired control; (2) instrument choice differs considerably across epidemiological, neurobiological, and treatment research streams; and (3) many tools demonstrate basic reliability and validity indicators, but more rigorous psychometric validation is needed. The GD field would benefit from an international ‘gold standard’ tool to harmonize measurement and generate a more cohesive evidence base. To advance, the field should capitalize on opportunities for innovation in screening to more effectively assess the unique needs, challenges, and characteristics of gaming populations.

PsyArXiv (OSF Preprints)
Impact of Technology on Adolescents
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