news article

Level up or break down – when gaming gets out of hand

Published: 11 July 2025
Reading time: 4 minutes

Gaming, like screen time, has become a natural part of everyday life for many children and young people. But several questions remain about how this affects mental health.

Illustration som visar gejmingkonsoller

Illustration: Dinah Kübeck

In an ongoing research project at University West, researchers hope to gain a clearer understanding of the connection between gaming and mental ill-health among children and adolescents. According to the project leader Sevtap Gurdal, a lecturer in psychology, this is an important issue.

“A great many young people, especially boys, engage in gaming. Most of them don’t seem to suffer any adverse effects, but for a small percentage, gaming over time can have negative consequences because it causes them to miss out on other parts of life. The question is: what characterises those particular individuals?”

According to the World Health Organization (WHO), problematic gaming is defined as a pattern lasting for at least twelve months involving impaired control, prioritisation of gaming over other aspects of life, and continued gaming despite negative consequences. This might mean becoming so immersed in the game world that one doesn't go to bed on time and thus gets less sleep, or neglecting school, other leisure activities, and relationships with friends and family.

A possible link to mental ill-health

Research has also shown a link between gaming and anxiety and depression, although the causal relationship remains unclear, Sevtap explains.

“What we’re interested in is whether gaming itself causes poor mental health, or whether people turn to gaming as a coping strategy because they’re already feeling unwell. If it’s a way of dealing with a difficult life situation, banning gaming won’t help—then the effort is being directed at the wrong thing.”

What we can see is that adults have very little insight into what children and young people are doing—especially when they are gaming.

Sevtap Gurdal

Senior Lecturer in Psychology at University West

In the Forte-funded project, a longitudinal study is being conducted in which upper secondary school Year 2 students are followed for a year. Every four months they complete questionnaires not only about gaming habits and well-being, but also about their personality, friendships, school satisfaction, and whether they drink alcohol or smoke. An important aspect is the role of parents.

“Parental attitudes have been largely absent in previous research, so we’re asking about that as well. Are they interested in the games, how permissive are they, do they set rules about how much gaming is allowed, and what does their own mobile phone use look like?”

Parents play a key role in screen time

The importance of parental involvement is echoed in the Public Health Agency of Sweden’s new guidelines on children’s and young people’s screen use. These recommend that parents take an active role in what their children do on digital media and keep in mind that their own screen habits influence both their interaction with the child and the child’s habits. But staying informed seems easier said than done for many parents, Sevtap notes.

“What we’re seeing is that adults have very little insight into what children and teenagers are doing, especially when it comes to gaming. Parents often think their children are just in their own world, shooting at each other.”

But this perspective misses much of the social interaction, sense of community, and meaning that gaming can bring.

“At least for my generation, we don’t have much to relate to, because we didn’t grow up gaming ourselves. And since it can be difficult to learn, many people simply give up. Both parents and professionals working with young people need to become more informed about what gaming actually means to them.”

In another ongoing Forte-funded project at Lund University, researchers are developing AI tools to assess mental ill-health. At the centre of this research is a so-called large language model (LLM), a machine learning model specialised in understanding and generating natural language. It functions much like ChatGPT but is adapted for clinical use, such as assessing patients' anxiety or depression.

Instead of relying solely on rating scales to assess mental ill-health, you gain much more information when respondents are allowed to freely describe how they are feeling.

Oscar Kjell

Researcher in Psychology at Lund University

Oscar Kjell, researcher at the Department of Psychology and project leader, emphasises the importance of incorporating a person’s own language in mental health assessments.

“Instead of just using rating scales to assess mental health from 1 to 7, you get much more information when respondents are allowed to freely describe how they’re feeling.”

With the help of AI, these descriptions can then be quantified to generate scores—just like rating scales—but with the added value of capturing the individual’s unique circumstances and nuances. This helps avoid the limitations of standardised instruments, which can reflect the questioner’s assumptions, contain narrow concepts, or confuse respondents, forcing them to fit their experiences into predefined boxes.

Capturing a broader picture of the individual

This ability to capture more nuance may be especially important for children and adolescents. According to Oscar, their method could be very useful in helping gamers.

“In the gaming sphere, there’s an enormous amount of data to collect from players—how often they play, for how long, when, where, and how. But also their own interactions with each other via voice and text messages. These models that we’re developing could be applied to this, for instance to issue warnings or assist with preventive measures if someone appears to be heading towards depression.”

Regardless of what adults think of it, gaming is here to stay. That’s why it’s all the more important to conduct research on its effects and for adults to become more informed and engaged—including in collaboration with gaming companies, Sevtap Gurdal argues.

“Games are expanding, becoming more and more advanced, and the graphics are starting to look almost like a film. At the same time, these young people are a very vulnerable group. A lot is happening developmentally and in terms of identity at that age.”

Thomas Wedérus (English translation by Forte)