ORIGINAL RESEARCH article
Front. Psychiatry
Sec. Adolescent and Young Adult Psychiatry
Volume 16 - 2025 | doi: 10.3389/fpsyt.2025.1601851
This article is part of the Research TopicChildren's Health and Screen TimeView all 12 articles
Adolescents' experiences of psychological treatment for gaming disorder: A qualitative study
Provisionally accepted- 1Region Skane, Kristianstad, Sweden
- 2Lund University, Lund, Sweden
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Gaming disorder is a recently recognized psychiatric condition and a growing public health concern, particularly among adolescents. Despite this, there is limited research on what kind of treatment they need. Existing studies are mostly quantitative and offer limited insight into adolescents' lived experiences.The aim of this qualitative study is to explore how adolescent patients perceive their gaming as a problem and their experiences of psychological treatment for gaming disorder.We used a qualitative descriptive approach and conducted semi-structed interviews with eight male patients (aged 13-19) about their experiences of psychological treatment for gaming disorder at a specialized clinic. The treatment is a combination of cognitive-behavioral therapy (CBT) and family therapy. The interviews were analyzed using thematic analysis. Participants generally reported positive treatment experiences, especially the value of combining family therapy with individual CBT. They appreciated the broad focus of the treatment, which addressed not only gaming but also problems in other life areas such as school, sleep, and family relationships. Notably, most did not describe gaming as their main problem, but they connected their gaming to difficulties in other areas of life.These findings suggest that effective treatment for gaming disorder should address the broader psychosocial context in which gaming occurs. Patients do not always view gaming as their primary problem, and clinicians should be cautious about framing it as such. Instead, gaming should be explored in connection with other life difficulties. It is helpful when clinicians demonstrate knowledge about gaming and avoid coming across as critical of the gaming. Integrating family therapy into CBT-based interventions appears clinically valuable and warrants further exploration.
Keywords: Gaming disorder, Internet gaming disorder, adolescents, Youth, treatment seeking, qualitative analysis, Clinical sample
Received: 28 Mar 2025; Accepted: 13 May 2025.
Copyright: © 2025 Bore, Leo, Garpenhag and Claesdotter-Knutsson. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence: Per Bore, Region Skane, Kristianstad, 291 89, Sweden
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