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Gaming and Internet Gaming disorders: A growing concern for young adults in Singapore

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Fri, 28 Mar 2025
Gaming and Internet Gaming disorders: A growing concern for young adults in Singapore

In a study that involved over a thousand adults in Singapore aged between 18 and 40, researchers found that 5% to 10% engaged in problematic gaming, with males at a much higher risk than females.

Internet Gaming Disorder (IGD) and Gaming Disorder (GD), having been added to two classification systems for mental disorders (DSM-V and ICD-11) in recent years, are gaining more attention in the field of mental health. However, to date, large-scale studies that look into the prevalence rates of problematic gaming in Singapore have been limited. This is surprising given the high Internet penetration rate and high percentage of gamers in Singapore.

A team of researchers set out to examine the prevalence of such disorders and key risk factors amongst young adults in Singapore.

“We wanted to not only understand the prevalence of these disorders but also explore how they relate to known risk factors," says lead researcher, Associate Professor in Psychology at James Cook University in Singapore, Dr Peter Chew.  

“Additionally, given the speed at which games and technology develop, the rising number of gamers and gaming revenue, and increased risk of problematic gaming during the COVID-19 pandemic, recent data is needed to provide a better understanding of the phenomenon,” he adds.

The study involved 1,008 Singaporean citizens and permanent residents aged 18 to 40, who completed assessments that measured IGD, GD, gaming motivations, emotional distress, and sleep quality. Results showed a prevalence rate of 10.3% for IGD and 5.0% for GD.

The research team explored several factors that contribute to problematic gaming and its associated impacts. Most of the findings align with global research, reinforcing their relevance in the Singaporean context and providing valuable insights to pave the way for intervention efforts locally.

1. Males are more predisposed to gaming disorders.
Males are at least twice as likely to engage in problematic gaming than females. Specifically, males had an IGD prevalence rate of 14.6% and a GD prevalence rate of 7.2%. Females had lower prevalence rates – an IGD prevalence rate of 6.2% and a GD prevalence rate of 2.8%.

2. The more time people spend on gaming, the more likely they are to show signs of problematic gaming.
Participants with IGD or GD spent more time gaming compared to those without these disorders. This could be because longer gaming sessions are both a risk factor and a consequence of problematic gaming. For example, gaming for an extended period of time can take time away from important aspects of life (e.g., family, work, etc.), increasing the risk of impairment in those aspects. Furthermore, individuals with problematic gaming might be playing games longer due to the combined effects of both withdrawal and tolerance. Overall, gaming time is closely related to problematic gaming, and intervention programmes could focus on limiting the amount of time people spend on gaming.

3. People who have more motivations for gaming have a higher chance of developing IGD and GD. Participants with IGD or GD reported higher scores on seven types of gaming motivations (social, escape, competition, coping, skill development, fantasy, and recreation) compared to those without these disorders. This might be due to the close links between some of the motivations and problematic gaming. For example, motivations such as escape, coping, and fantasy are related to the DSM-V IGD (a classification system for mental health) criterion of gaming to avoid negative emotions. That is, people who game for certain reasons, such as to avoid problems or for emotional relief, are more likely to experience issues with gaming that could turn into a disorder.

In particular, the escape motivation is relatively important since existential concerns (e.g., concerns about death, isolation, meaningless, etc.) might underline problematic gaming. As research links existential concerns to problematic gaming, clinicians could consider the use of existential therapy as an intervention for problematic gaming. Finally, the social, competition, and skill development motivations might result in longer gaming times, which increases the risk for problematic gaming. Overall, an understanding of why people play games could provide more insights into problematic gaming.

4. People with gaming disorders have higher levels of negative emotional states.
Participants with IGD or GD reported higher scores on the three negative emotional states –depression, anxiety, and stress – compared to those without these disorders. Negative emotions and problematic gaming may influence each other in a cycle. For instance, individuals who feel down might play games as a form of escape. However, prolonged gaming can impair important aspects of life, which may then worsen their emotional states. This cycle could play a critical role in maintaining or exacerbating symptoms of problematic gaming.

5. Those with gaming disorders get better sleep
.
Participants with IGD or GD reported better sleep quality compared to those without these disorders. Unlike the abovementioned patterns of negative emotional and behavioural consequences, this is inconsistent with previous studies that found a negative link between sleep quality and IGD. This could be due to a genuine improvement in sleep quality, as individuals may use gaming to relieve negative moods. The results might alternatively be due to the use of a single-item sleep quality measure (the Single-Item Sleep Quality Scale), which, while brief and reliable, may not fully capture all aspects of sleep, such as sleep duration or disturbances. Future research could explore how problematic gaming affects different components of sleep quality.

“The relatively high prevalence rates in our study indicates that problematic gaming is a social issue among young adults in Singapore that deserves greater attention from researchers, practitioners and the government,” says Associate Professor Chew.

More about Internet Gaming Disorder and Gaming Disorder
Internet Gaming Disorder has been defined by the American Psychiatric Association1 as “a pattern of excessive and prolonged Internet gaming that results in a cluster of cognitive and behavioural symptoms, including progressive loss of control over gaming, tolerance, and withdrawal symptoms, analogous to the symptoms of substance use disorders”

Gaming Disorder has been defined by the World Health Organization2 as a pattern of persistent gaming behaviour, either online or offline, that includes the following features: (1) impaired control over gaming, (2) increased priority given to gaming over other activities, (3) continued gaming despite problems, and (4) impairment in various life domains (e.g., family, educational, occupational, etc.)

1American Psychiatric Association. Diagnostic and statistical manual of mental disorders. 5th ed. American Psychiatric Publishing; 2013.

2World Health Organization. (2019). ICD-11. International Classification of Diseases 11th Revision.
https://icd.who.int/en

PAPER
Chew, P.K.H., Naidu, K.N.C., Shi, J., & Zhang, M.W.B. Prevalence and Correlates of (Internet) Gaming Disorder among Young Adults in Singapore. Journal of Gambling Studies (2025). https://doi.org/10.1007/s11126-025-10119-9

Check out Dr Peter Chew’s staff and research profiles here.

Find out more about the Singapore campus of James Cook University.

Find out more about our Psychology courses.

Find out more about the JCU Singapore Psychology Clinic.

Discover further information on areas of research, and research strength at James Cook University in Singapore.

Contacts

Associate Professor Peter Chew peter.chew@jcu.edu.au

Media: Ms Pinky Sibal pinky.sibal@jcu.edu.au / Ms Hoe Shu Rin shurin.hoe@jcu.edu.au