The Impact of Gender and Age on Game Addiction
Yuanzhi Chen
School of Culture and Creativity, Beijing Normal-Hong Kong Baptist University, Zhuhai, Guangdong, 519087, China
Keywords: Game Addiction, Gender, Age.
Abstract: Game addiction has rose a public concern in recent days. Current studies have revealed the impact of gender
and age on game addiction from multiple aspects, encompassing variations in national contexts, cultural
backgrounds, sample sizes, and methodologies. In addition, this literature review essay summarized the
research process, methodologies, and results of 8 related researches in order to discuss the correlation between
gender, age and game addiction. In conclusion, present studies indicate that male gender and young age are
risk factors linked to game addiction. Males and young people are easier to be affected by game addiction.
This results might suggest that the prevention of game addiction should focus more on young male population.
Further, future longitudinal research is needed to reveal the causality effects of age- and gender- related
variables on game addiction.
1 INTRODUCTION
Video games have become an important part of
billions of people’s lives nowadays. They have
become a new media that influenced multiple fields,
such as entertainment, socializing, or even education.
But the addiction problem of this new media has
emerged with its development. The World Health
Organization (2020) has argued that severe addiction
to video games is a mental disease and has been
defined as Gaming Disordered (GD) in the
11th version of the International Classification of
Disease (ICD-11). Although GD is not widespread,
the WHO still alerts individuals who participate in
games to pay attention to the length of time they
devote to gaming. Besides, according to a report from
the WHO (2024), 12% of the adolescents are at risk
of game addiction. This suggests the importance of
the understanding of video game addiction. Current
studies show that there are differences in the degree
of gaming addiction among different genders and age
groups. Therefore, understanding how these two
elements affect game addiction is important for
preventing game addiction and, furthermore, Gaming
Disordered. In this essay, the differences in game
addiction between different genders and age groups
will be discussed.
2 INTRODUCTION TO STUDY
SUBJECT
In this essay, the impacts of two elements, gender and
age, on video game addiction will be introduced.
Except for that, several psychological behaviour
dimension will be mentioned. They are trouble
caused by game using, time that spent on game,
gratification caused by game using, and economical
profits which comes from game using.
2.1 Definition of Game Addiction
Generally, video game addiction is a subtype of
internet addiction. Since internet addiction came to be
acknowledged as a clinical disorder, the researchers
studied game addiction as a subspecies of it. Except
for that, such a kind of addiction was always
attributed to the Massive Multi-user Online Role Play
Game (MMORPG) (Graham & Joseph, 2014).
Some researchers (Lee, Zach, et al.,
2015) claimed that the behavior and feature of
MMOG addiction were concluded into these seven
dimensions: Salience (e. g., game as the most
important activity in gamers’ lives), Mood
Modification (e. g., the game could modify the
gamers’ mood), Tolerance (e. g., more and more
amounts of time or resources used in the game),
Withdrawal (e. g., feels unpleasant when
discontinuing the game), Conflicts (e. g., problems
456
Chen, Y.
The Impact of Gender and Age on Game Addiction.
DOI: 10.5220/0013993200004916
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Public Relations and Media Communication (PRMC 2025), pages 456-460
ISBN: 978-989-758-778-8
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
caused by excessive playing of the game), Recurrent
(e. g., a propensity to return to previous excessive
game play pattern), and Uncontrollable (e. g., can not
control the resources spent on games).
Such kinds of behaviors and features could lead to
multiple negative influences on people’s lives. For
example, research points out that game addiction has
a significant correlation with sleeping problems
(Alghamdi, 2024). Djannah (2021) states that game
addiction is able to cause health problems by making
the problematic gamers delay eating and sleeping.
Graham & Joseph (2014) also mentioned that game
addiction may lead to poor academic performance
and escapism. In some serious cases, it may even lead
to seizures and death.
2.2 Game Addiction Scale (GAS)
GAS is a common method that has been widely used
in game addiction research. Early research has
developed a lot of kinds of scales (Wong & Hodgins,
2014). Although there might be differences in
advantages and disadvantages between each kind of
them, they generally built a conceptual approach to
video game addiction from different aspects.
Moreover, they also provided a lot of data for
understanding video game addiction through
application in previous research.
3 THE IMPACT OF GENDER ON
VIDEO GAME ADDICTION
In this section, the previous research result of how
gender affects video game addiction will be shown.
Gender was confirmed to have a correlation with
game addiction in several previous studies. For
example, Abolfotouh & Barnawi (2024) collected
data from 737 adolescents through an online survey
by using the GASA (Game Addiction Scale for
Adolescents). The male-to-female ratio in the sample
is 40. 8% : 59. 2%. Within the sample, 8. 3% were
addicted gamers while 33. 4% were problem gamers.
Further logistic regression analysis points out that
male gender is significantly (OR=1. 36, p=0. 038)
associated with game addiction.
Emre Müezzin (2015) did further research discuss
the gender’s effects on game addiction by collecting
samples from 131 North Cyprus high school students.
The sample of the research contains 61. 8% (n=81)
female students and 38. 2%% (n=50) male students.
Data collection for the survey was carried out using
the Online Game Addiction Scale, which is composed
of three sub-components: troubles, success, and
economic profit. They correspond to the level of
trouble that is is caused by habits of playing online
games, the level of relying on online games to satisfy
one’s sense of achievement, and the level of
economic gain through playing online games and
their impacts. All of the subscales follow the principle
of “the higher score, the higher level.” SPSS for
Windows was used to analyze data. The analysis
shows that in all three subscales, male
students’ average score is statistically significantly
(p=. 000) higher than female students. In conclusion,
male students have a higher score in the online game
addiction index. The research points out that male
high school students have a significantly greater
probability of being affected by online game
addiction, especially in the aspects of satisfying
achievement, getting profits from online games, and
getting in trouble because of playing online games.
All in all, the research reveals that online game
addiction is more likely to affect male high school
students. Despite valuable results and data provided
by this research, some limitations should be noticed.
First, the research only covered the online game
category, so other game types, such as single-player
games, are not included in this research. Second, the
samples come from high school, so other age groups
are not included in this research.
Research that contains a much larger scale of
samples has been conducted by Rehbein & Mößle
(2013). 4436 7th to 10th grade students from ten
schools in Hanover, Germany were surveyed. There
are 48. 4% male samples included within the total
sample. Both the Video Game Addiction Scale and
the Compulsive Internet Use Scale were used in this
research. With sufficient sample size, the research
argued that most video game addicts are male, and the
number of video game-addicted girls is extremely
small (n=9). This result could support the idea that
males are the main body of video game addiction.
Another research study (Mentzoni et al., 2011) on
video game addiction among the Norwegian
population clearly defines the relationship between
gender and video games. The sample consisted of
2,500 individuals between the ages of 15 and 40 who
were sourced from the Norwegian National Registry.
To show the situation of video game addiction, the
seven-item version of the GASA was utilized. The
scale contains seven items for all essential factors of
the seven dimensions of game addiction. If the
respondents endorse all of the items, they will be
identified as game addicts. or those respondents who
endorsed at least four items, they are classified as
problem gamers. In order to explore the connection
The Impact of Gender and Age on Game Addiction
457
between gender and video game addiction, the
researchers use problem video game use and gender
as an independent variable to conduct a crude and
adjusted logistic regression analysis. Except for that,
players were grouped in quartiles according to the
time they spent on games per week from low to high
to investigate the predictors of MMORPG preference.
As a result, a significant gender difference in game
use pattern. The majority of male respondents had a
regular game playing habit, while the majority of
female respondents did not. The investigation on
MMORPG preference predictors shows that gender is
a significant predictor. Male responders whose
gaming frequency placed them in the highest quartile
were the most likely to have a preference for
MMORPGs. As for the result of game addiction
prevalence, male gender is an important predictor.
Within all respondents, there were only 4 individuals
who were classified as game addicts, and all of them
were male. Inclusion: game addiction was especially
prevalent within the male gender. But because of the
low number of addicts, researchers did not do further
research on this group of people.
A research study study from Greece
(Tsitsika, 2009) has suggested the same opinion from
a different aspect. The research included 953 grades
9 and 10 high school students from the urban district
of Attica, Greece. The sample consists of of 438 boys
and 499 girls. They were asked to report their time
spent on the internet per week. Then, the participants
were divided into 5 groups according to the time
period they devoted to internet use. The groups are
The groups are non - users who spend 0 to 1 hour per
week, low internet users who spend 1 to 3 hours per
week, medium users who spend 4 to 10 hours per
week, high internet users who spend 11 to 20 hours
every week, and problem users who spend more than
20 hours every week. Except for that, the researchers
also collected the the data about what they usually use
the internet for, including gaming. The stepwise
forward multivariate logistic regression analysis
method has been used for the data analysis. The result
shows that the absolute majority (98. 5%) of
excessive male internet users use the internet for
gaming, while females do not. This might suggest that
male internet users were easier to fall into game
addiction.
In conclusion, current studies state gender has a
significant impact on game addiction prevalence.
Game addiction is more likely to happen in males.
Besides this valuable opinion provided by the studies,
a common limit of them should be noticed. Generally,
the studies use gender as a cross-sectional variable, so
the longitudinal variables that relate to gender have
not been covered by the research. For example,
Mentzoni’s research (2011) only covered how gender
affects MMORPG addiction; other types of games are
not included.
4 THE IMPACT OF AGE ON
GAME ADDICTION
Age differences are also claimed to be connected with
game addiction prevalent in the previous research.
For example, the study of Rehbein & Mößle
(2013) argued that younger students in 7th and 8th
grade are more likely to be affected by game
addiction than students in later school years. This
result has already shown the trend of negative
correlation between age and video game addiction
prevalent.
To be more specific, Festl et al. (2012) did
research in the same country with Rehbein & Mößle,
in German. The research also contains a sufficient
sample size of 50,000 individuals aged 14 and over.
The data was collected by German standard
computer-assisted telephone interviewing, and the
Game Addiction Scale (GAS) was used in data
collection. The researchers also estimated a multi-
group structural equation model to test the latent
variable of how personality traits correlated to age.
The personality traits included three different aspects;
they are social competence, self-efficacy, and anger
aggression. Preliminary analysis confirmed the
correlation between age and game addiction. Then,
the researchers divided the respondents into three
groups. They are teenagers whose ages fall between
14 and 18, younger adults whose ages fall between 19
and 39, and older adults aged more than 40. Although
this result may be caused by the different preferences
between younger adults and older adults, the research
claims that adolescents easier to be affected by game
addiction than the older adults (p<0. 05). In the aspect
of age and personality traits, problematic game use
has a significant correlation with low levels of
sociability and a sense of insufficient social support
in adolescents than adult gamers (p<0. 05).
To sum up, the research verified that age and
game addiction are negatively correlated. However,
to draw a causal conclusion, more longitudinal data
and analysis are needed.
Another study done by Vollmer et al.
(2014) reveals a stronger correlation between age and
game addiction. 741 teenagers aged 11 to 16 from
different schools in Istanbul participated in the study.
Computer Game Addiction Scale (CGA scale) was
PRMC 2025 - International Conference on Public Relations and Media Communication
458
used to test the level of CGA symptoms of
individuals. The result of the bi-variate Pearsons
correlation analysis shows that age has a strong
negative (p=-0. 022) correlation with game addiction;
this leads to the conclusion that younger adolescents
report higher CGA.
A research study from Norway supported this
opinion. 24,000 people, randomly chosen from the
Norway's official national population register
(NPRN), constitute the sample. The ages of
participants are 16-74 (Wittek et al., 2016). The
GASA was used in the questionnaire to test the level
of game addiction. Pearson product moment
correlation analysis was used for data analysis. The
participants have been divided into 3 age groups of 16
to 30, 31 to 50, and 51 to 74. Compared to the people
whose age is in group 16 to 30, being in the other two
groups shows a significant negative correlation with
game addiction in crude and adjusted analysis. The
researchers claim that The youngest age group had a
higher likelihood of belonging to the addicted group
compared to the other two groups. To be specific, 2.
9 times more than the middle age group and 4 times
more than the oldest group. In summary, being young
in age is an essential factor for game addiction. But
the researchers warned that the game, as a new
phenomenon, may have an influence on this
conclusion.
In summary, age was shown to be negatively
correlated with game addiction in current studies.
This suggests younger individuals may be easier to
fall into game addiction. Lots of research mentioned
the need for longitudinal data analysis, and this
suggests age can not simply be a reason for game
addiction. More research on other factors related to
age, which might influence game addiction, is
needed. For example, game preferences, cultural
background, and social needs differ between different
age groups.
5 DISCUSSION AND
SUGGESTION
All in all, current studies have covered different
cultures or country backgrounds, sample populations,
and study methodologies. They generally indicate a
correlation between gender, age, and game addiction.
Male gender was suggested to be a strong factor in
game addiction, while young age is another strong
factor. This correlation may be influenced by multiple
factors. For example, Festl et al. (2012) point out that
the high percentage of game addiction among young
people may be caused by the greater amount of leisure
time and a lesser burden of work or family
obligations. According to another investigation
carried out by Jahantigh & Nourimoghadam (2023),
a correlation was found between the problematic
game use in adolescents and the cognitive-avoidance
behavior of their mothers. The Pearson’s correlation
analysis in this study shows that there is a significant
(p<0. 001) correlation between mother’s cognitive
avoidance and adolescents’ anxiety. The researchers
claim that this result has led to a significant indirect
effect on game addiction (β=0. 04~0. 06).
The general result and conclusion of current
studies may suggest that the prevention of game
addiction should focus more on the young population
of the male gender. The result of the research on the
correlation between age and game addiction shows
that the adolescents and younger adults aged 11 to 39
are much easier to fall into game addiction than the
other age groups. Among adolescents and young
adults, an inverse relationship between age and game
addiction still holds. This suggests being in a school
age is an important factor for game addiction.
In addition, the prevention from schools and
parents is essential for people of this age. A study on
cyber violence and bullying recommended that
educators and families build a common prevention on
adolescent problematic gaming (Hidayat et al., 2022).
Another research study (Greenfield, 2022) shares the
same opinion as this study. The researcher states that
in those cases where patients are children,
adolescents, or young adults, the treatment must be
made based on the motivation and resources of the
patient and family. The research focus on college
school students also suggests that by enhancing self-
control capabilities and family functionality,
symptoms of game addiction can be mitigated. (Zhou
& Xing, 2021). Besides, some researchers claim that
it is necessary to differentiate the prevention of game
addiction based on gender since males are more likely
to be influenced by game addiction than females
(Durakhatice et al., 2022).
Besides, researchers also claim that gender and
age, as a cross-sectional variable, can not be
considered as causally related to game addiction.
There are plenty of longitudinal variables related to
gender and age that might influence game addiction
causally, for instance, cohort effects, personality
(Wittek et al., 2016), gaming preferences
(Mentzoni et al., 2011), and so on. In addition, there
is a need for research in those fields. So, future
research may focus on how those cross-
sectional factors within gender and age affect game
addiction. Except for that, a larger sample population
The Impact of Gender and Age on Game Addiction
459
can be expanded, for example, from a gender and age
perspective on game addiction prevalence in Asia,
South America, or other different cultural groups.
6 CONCLUSION
To sum up, existing research has identified a
correlation among age, gender, and game addiction.
Regarding gender, the prevalence of game addiction
is greater in males compared to females. In terms of
age, young individuals are more likely to be addicted
to games than the elderly.
This result suggests the prevention of the game
addiction should be more focused on male teenagers
and young adults. Due to the relatively high
prevalence of game addiction among school-aged
students, schools and parents play an important role
in the prevention.
For the future research, the relationships between
longitudinal variables, which are related to gender
and age, and game addiction are needed. Except for
that, research on the prevalence of more uncovered
countries, regions, minority populations, and cultures
is also needed.
REFERENCES
Abolfotouh, M. A., & Barnawi, N. A. (2024). Prevalence
and prediction of video gaming addiction among Saudi
adolescents, using the Game Addiction Scale for
Adolescents (GASA). Psychology Research and
Behavior Management, 17(000), 3889–3903
Alghamdi, D. A., Alghamdi, F. A. G., Abusulaiman, A.,
Alsulami, A. J., Bamotref, M., & Alosaimi, A., et al.
(2024). Video game addiction and its relationship with
sleep quality among medical students. Journal of
Epidemiology and Global Health, 14(3)
Djannah, S. N., Tentama, F., & Sinanto, R. A. (2021). Game
addiction among adolescents and its' health impacts.
International Journal of Public Health Science, 10(3)
Durakhatice, Y., Demrhanesra, K., & CitilMahmut. (2022).
Examining various risk factors as the predictors of gifted
and non-gifted high school students' online game
addiction. Computers and Education, 177, 104378
Graham, M., & Joseph. (2014). Narrative therapy for
treating video game addiction. International Journal of
Mental Health and Addiction, 12(6), 701–707
Greenfield, D. (2022). Clinical considerations in internet and
video game addiction treatment. Child and Adolescent
Psychiatric Clinics of North America, 31(1), 99–119
Hidayat, Z., Permatasari, C. B., & Mani, L. (2022). Cyber
violence and bullying in online game addiction: A
phenomenological study. Journal of Theoretical and
Applied Information Technology, 100(5), 1428–1440
Jahantigh, H., & Nourimoghadam, S. (2023). The mediating
role of anxiety in the relationship between mothers'
cognitive avoidance and adolescents' digital game
addiction. International Journal of High Risk Behaviors
and Addiction, 12(3), 9
Lee, Z. W. Y., Chan, T. K. H., Cheung, & Christy, M. K.
(2015). Massively multiplayer online game addiction:
Instrument development and validation. Information
and Management
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H.,
Skouverae, K. J. M., & Hetland, J., et al. (2011).
Problematic video game use: Estimated prevalence and
associations with mental and physical health.
Cyberpsychology Behavior and Social Networking,
14(10), 591–596
Müezzin, E. (2015). An investigation of high school
students' online game addiction with respect to gender.
Turkish Online Journal of Educational Technology,
2015(special issue)
Rehbein, F., & Mle, T. (2013). Video game and internet
addiction: Is there a need for differentiation? Sucht,
59(3), 129–142
Ruth, Festl, Michael, Scharkow, Thorsten, & Quandt.
(2012). Problematic computer game use among
adolescents, younger and older adults. Addiction,
108(3), 592–599
Tsitsika, A., Critselis, E., Kormas, G., Filippopoulou, A.,
Tounissidou, D., & Freskou, A., et al. (2009). Internet
use and misuse: A multivariate regression analysis of the
predictive factors of internet use among Greek
adolescents. European Journal of Pediatrics, 168(6), 655
Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014).
Computer game addiction in adolescents and its
relationship to chronotype and personality. SAGE Open,
4(1), 1–9
Wittek, C. T., Finserås, T. R., Pallesen, S., Mentzoni, R. A.,
Hanss, D., & Griffiths, M. D., et al. (2016). Prevalence
and predictors of video game addiction: A study based
on a national representative sample of gamers.
International Journal of Mental Health and Addiction
Wong, U., & Hodgins, D. C. (2014). Development of the
Game Addiction Inventory for Adults (GAIA).
Addiction Research, 22(3), 195–209
World Health Organization. (2020). Addictive behaviours:
Gaming disorder. World Health Organization.
https://www.who.int/news-room/questions-and-
answers/item/addictive-behaviours-gaming-disorder
World Health Organization Regional Office for Europe.
(2024). Teens, screens and mental health.
https://www.who.int/europe/news/item/25-09-2024-
teens--screens-and-mental-health
Zhou, X., & Xing, J. (2021). The relationship between
college students' online game addiction, family function
and self-control. Health
PRMC 2025 - International Conference on Public Relations and Media Communication
460