A study conducted by McGill University in Montreal found that some young players may be at greater risk of mental health problems, although the lead researcher was quick to point out that most young people have nothing to worry about.
Video games “can provide positive experiences for young people, including opportunities to be creative, work as a team, take action and express themselves,” said Dr. Vincent Paquin. “But among a minority of young people, there is difficulty controlling the time spent gambling, which has negative consequences for their psychological well-being, their functioning at school and their relationships, and this is what we call problem gambling.”
This text is a translation ofa CTV News article.
The McGill study followed about 6,000 American preteens who played video games for several years.
It found that young people who struggle to control their habits are more likely to exhibit problems such as mild paranoia, unusual beliefs or disrupted perceptions by the age of 13.
However, “protective factors,” such as a supportive home or school environment, reduce this risk, according to Dr. Paquin. When students have the opportunity to participate in extracurricular activities or have one-on-one meetings with teachers and staff, they are less at risk.
“A supportive environment means parents are actively interested in their child’s whereabouts, activities, and are available to monitor their child,” he said. “We found that when these supports were present and effective, young players were less likely to develop problem gambling.”
Problem gambling
The term “problem gambling” is inspired by the notion of addiction, explains Dr. Vincent Paquin, but without substance consumption.
The World Health Organization defines “gaming disorder” as “a loss of control over gaming, an increasing priority given to gaming over other activities to the point that gaming takes precedence over other interests and daily activities, and the continuation or escalation of gaming despite the emergence of negative consequences.”
People who play video games should be careful about the time they spend on these activities, according to the WHO, which draws particular attention to the fact that this can exclude other daily activities.
Additionally, players should be aware of any changes in their physical or psychological health and social functioning.
Dr. Paquin argued that the McGill study avoided the term “addiction” but acknowledged the similarities, particularly that some games and apps manipulate users “in order to increase their usage and encourage them to spend more time on these platforms and devices.”
“This is driven by commercial practices, because developers want consumers to be more interested in their products,” he stressed. “In particular, some games feature gambling-like mechanics, which are not always explicitly presented in the way the game is marketed and sold.”
Warning signs to watch out for
According to Dr. Paquin, parents can look out for the following warning signs:
- Difficulty controlling time spent playing
- Playing to the detriment of other important commitments and activities
- Playing becomes a source of distress, frustration, anxiety or anger
“These are elements to monitor, because our final objective is to preserve a balanced use of games in order to be able to continue to benefit from their very positive aspects, while limiting the risk that their use becomes problematic,” he added.
Dr. Paquin also cautioned against underestimating the importance of video games as a whole, noting that they play a significant role in the social lives and identities of many young people, just as sports do for others.
“Similarly, video games can be a common interest that brings people together, facilitates the formation of friendships, and motivates people to enroll in specific degree programs, pursue higher education, etc.,” he said.
