Internet Gaming Disorder (IGD) is recognized as a condition for further study in DSM-5-TR and officially classified in ICD-11. Although gaming problems seem like an adolescent concern, growing evidence indicates that young adults are also vulnerable. This systematic review and meta-analysis aimed to estimate the global prevalence of IGD among young adults and identify sociodemographic and methodological moderators associated with its variability. Ninety-six analytical samples from 93 studies published (2015–2025) were included, comprising 149,601 participants aged 18–35 (M age = 23.53 years, SD age = 6.28; 51.22 % female). Generalized linear mixed models were applied to compute pooled prevalence estimates. The pooled prevalence of IGD was 6.1 % (95 % CI: 5.03–7.40). Prevalence was significantly higher in gamer-only samples (8.1 %, 95 % CI: 5.91–11.01) compared to mixed samples, including gamers and non-gamers (5.47 %, 95 % CI: 4.33–6.90). Moderator analyses showed that IGD prevalence differed by diagnostic instrument (IGDS and DSM-V criteria > IGDT-10) and by sample size, and a trend also emerged suggesting lower prevalence with higher proportions of women. In gamer-only samples, prevalence increased over time and in studies with a higher risk of bias. In mixed samples, prevalence differed by instrument (IGDS > GAS) and was negatively associated with sample size. These findings indicate that IGD is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies.
Prevalence of Internet gaming disorder in young adults: a systematic review and meta-analysis
Longobardi, Claudio;Mastrokoukou, Sofia;Badenes-Ribera, Laura
2026-01-01
Abstract
Internet Gaming Disorder (IGD) is recognized as a condition for further study in DSM-5-TR and officially classified in ICD-11. Although gaming problems seem like an adolescent concern, growing evidence indicates that young adults are also vulnerable. This systematic review and meta-analysis aimed to estimate the global prevalence of IGD among young adults and identify sociodemographic and methodological moderators associated with its variability. Ninety-six analytical samples from 93 studies published (2015–2025) were included, comprising 149,601 participants aged 18–35 (M age = 23.53 years, SD age = 6.28; 51.22 % female). Generalized linear mixed models were applied to compute pooled prevalence estimates. The pooled prevalence of IGD was 6.1 % (95 % CI: 5.03–7.40). Prevalence was significantly higher in gamer-only samples (8.1 %, 95 % CI: 5.91–11.01) compared to mixed samples, including gamers and non-gamers (5.47 %, 95 % CI: 4.33–6.90). Moderator analyses showed that IGD prevalence differed by diagnostic instrument (IGDS and DSM-V criteria > IGDT-10) and by sample size, and a trend also emerged suggesting lower prevalence with higher proportions of women. In gamer-only samples, prevalence increased over time and in studies with a higher risk of bias. In mixed samples, prevalence differed by instrument (IGDS > GAS) and was negatively associated with sample size. These findings indicate that IGD is more prevalent among young adults than in the general population, especially among gamers. The variability observed across studies highlights the need for methodological consistency and the use of validated diagnostic tools to improve comparability and inform prevention and intervention strategies.| File | Dimensione | Formato | |
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