Computers in Human Behavior Reports (Mar 2025)

Stigma and other public perceptions of recreational gaming and gaming disorder: A large-scale qualitative analysis

  • Christina R. Galanis,
  • Daniel L. King

Journal volume & issue
Vol. 17
p. 100581

Abstract

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Introduction: Individuals affected by addictive disorders commonly report stigma, which reduces engagement in treatment. To better understand the nature of stigma associated with gaming disorder, a new addictive disorder in the ICD-11, this study evaluated public perspectives of recreational and problem gaming. Methods: An online survey recruited 1337 participants aged 35–50 years via Prolific. Participants were administered questions about: (a) perceptions of problem gaming as an addictive disorder; (b) public perceptions of gaming disorder as a diagnosis; and (c) perceptions of the utility of a gaming disorder category. A thematic analysis identified three primary themes: (1) Public understanding of problem gaming, (2) Culture and context of attitudes towards gaming, and (3) Stigma responses to gaming. Results: Responses to a forced-choice survey question indicated that most (82%) participants endorsed problem gaming as an addictive disorder. Qualitative data indicated that some believed that a problem gaming diagnosis could increase stigma toward gaming and reduce treatment-seeking, whereas others believed that it would improve social supports and treatment availability. Gaming-related stigma affecting treatment engagement was associated with negative stereotypes about gamers (e.g., being ‘lazy’, ‘childish’, ‘toxic’) and gaming as an activity (e.g., ‘waste of time’, ‘dangerous for children’). Discussion: This study shows that there are diverse views on problem gaming as a public health issue and mental disorder, and that these views are linked to perceptions of the need for resources and interventions. These data may inform research on gaming-related stigma experiences, as well as guide public health messaging to foster more balanced perceptions of gaming and reduce stigma judgments about individuals and families who experience gaming-related problems.

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