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Gaming Addiction and Mental Health: The Subtle Boundary Between Play and Mental Well-being — The Current State of Gaming Addiction as Reflected in Recent Research and Social Media

Gaming Addiction and Mental Health: The Subtle Boundary Between Play and Mental Well-being — The Current State of Gaming Addiction as Reflected in Recent Research and Social Media

2025年08月18日 00:56

Introduction: The Risks of "Binge Gaming" as Indicated by Numbers

On August 16, 2025, Brazil's economic media InfoMoney introduced a school survey conducted on 2,592 primary, middle, and high school students in Hong Kong. The study focused on binge gaming (playing continuously for more than 5 hours) and reported its association with anxiety, depression, stress, loneliness, decreased sleep quality, and decreased academic self-efficacy. The trend was stronger in boys. Researchers warned that binge gaming could be an early stage of Internet Gaming Disorder (IGD).InfoMoneyPLOSEurekAlert!


A Closer Look at the Study: What Makes It "Dangerous"?

The original study (PLOS ONE) is clear in its definition of behavior as "playing continuously for more than 5 hours". The analysis showed that the binge gaming group had significantly higher levels of depression, anxiety, and sleep problems, and it also indicated a gender difference, with boys more likely to report binge gaming. The research team concluded that such "binging" involves multifaceted negative impacts on society, academics, and health.PMCPLOS


Is "Addiction" More of a Problem Than Screen "Time"?

On the other hand, there are questions like **"Is it really just about time?"** A large-scale longitudinal study (JAMA) by Columbia University/Weill Cornell reported that "addictive" usage and loss of control are more strongly linked to mental deterioration and suicide-related risks than the total screen time itself. In a follow-up study from ages 9 to 10 over four years, children with high dependency tendencies showed 2 to 3 times the risk.WCM NewsroomColumbia University Medical CenterThe GuardianFinancial Times


The "Two-Hour" Barrier and the Pitfalls of "Passive Scrolling"

Additionally, **passive scrolling (doomscrolling)** has been reported to double anxiety and quadruple emotional and behavioral problems after two hours. Whether the activity is active or passive can significantly influence its impact on the mind and body.Western News


How Did Social Media React? Parallel Support and Opposition

On InfoMoney's official X (formerly Twitter) post, there were both voices supporting the call for caution and **opposing views saying "don't demonize all games" (as confirmed by the author). The former expressed concerns about the impact on sleep, academics, and emotions and advocated for rule-making by parents and schools. Meanwhile, the latter appreciated the social and stress-relieving aspects of games and argued that **extreme behaviors like "5-hour continuous play" should be distinguished from everyday play**.X (formerly Twitter)

 



Note: Discussions on social media are constantly evolving. This article summarizes trends in public posts and does not cover all opinions.


Evidence of "Positive Aspects" is Also Increasing

Recently, studies have emerged suggesting that owning home gaming consoles and appropriate play improve well-being, based on causal inference research (Japan, n=97,602). It is also intriguing that effects vary depending on the console, age, and gender. Instead of uniformly rejecting games, the key is in designing **"who plays what, how, and how much."**PubMedScienceDaily


Additionally, there are reviews showing that "therapeutically designed" games have certain effects in improving symptoms like anxiety, depression, and ADHD. The use of games as an option for mental intervention is steadily advancing in discussions.Johns Hopkins Medicine


Therefore, It's About "Quality" and "Context," Not "Quantity"

The scientific consensus is neither "games are harmful" nor "a panacea." While long hours of continuous play and addictive use are likely to increase risks, there are aspects that can contribute to cognition, emotion, and sociality if done in the right context and design. The key is not the time but the quality of behavior and whether one can protect **life context (sleep, academics, interpersonal relationships)**.InfoMoneyAPA


Practical Tips: What Families, Schools, and Individuals Can Do

  • Rule Design: Clearly define continuous time and prohibited time before bed for weekdays and weekends. Avoid 5-hour continuous play in principle (ensure breaks are taken).PLOS

  • Visualizing "Addiction Signs": Seek professional help if there is a persistent loss of stopping point, emotional instability, sleep disruption, or deterioration in academics and friendships.WCM NewsroomColumbia University Medical Center

  • Utilizing Intervention Methods: Cognitive Behavioral Therapy (CBT) and mindfulness are promising for problematic gaming. Combine with digital well-being education in schools.APA

  • Managing "Passive Scrolling": Design to avoid more than 2 hours of news browsing before bed. Mute notifications, and avoid bringing smartphones to bed.Western News

  • Increasing "Good Usage": Design games with elements of cooperation, creativity, and exercise, and provide short-term achievement experiences to support emotional stability and self-esteem.Johns Hopkins Medicine


Conclusion: Solving Through "Design" Rather Than "Controversy"

The Hong Kong survey showed in detail that extreme play behavior like "5-hour continuous play" has a negative relationship with mental health, sleep, and academic self-efficacy. On the other hand, highly addictive usage is the main issue, and positive aspects can be drawn out through the design of play quality. Because this is a topic that divides public opinion, it's time for **"quality over quantity" and "design over regulation"** to create a common foundation among families, schools, and the industry.PMCColumbia University Medical Center


Reference Articles

New Study Shows Video Game Addiction May Increase the Risk of Mental Disorders
Source: https://www.infomoney.com.br/saude/vicio-em-videogame-pode-aumentar-o-risco-de-transtornos-mentais-diz-novo-estudo/

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