Submitted:
11 July 2026
Posted:
13 July 2026
You are already at the latest version
Abstract
Keywords:
1. Introduction
1.1. Digital Gaming in Modern Childhood
1.2. Chronic Stress, Coping, and Resilience
1.3. Problematic Gaming as a Public Health Concern
1.4. Need for Early Identification

2. Existing Screening Instruments and Remaining Gaps
2.1. Evolution of Screening Instruments
| Characteristic | GAS | IGDS9-SF | GDT | GAME-F (Proposed) |
| Original publication | Lemmens et al. (2009) [11] | Pontes & Griffiths (2015) [12] | Pontes et al. (2021) [13] | Imataka et al. (2026) |
| Primary purpose | Screening | Screening / Diagnosis | Screening | Early recognition and prevention |
| Conceptual basis | Behavioral addiction | DSM-5 criteria | ICD-11 criteria | Behavioral progression + Functional impairment |
| Target population | Adolescents | Adolescents / Adults | Adolescents / Adults | Children and adolescents |
| Number of domains | 7 | 9 | 4 | 5 (GAME + F) |
| Scoring | Likert scale | Likert scale | Likert scale | 0–2 per domain (0–10 total) |
| Behavioral tendencies assessed | Yes | Yes | Partly | Yes (G, A, M, E) |
| Functional impairment assessed independently | No | No (embedded) | No (embedded) | Yes (independent F domain) |
| Recognition before functional impairment develops | No | No | Limited | Yes |
| Primary output | Severity score | Diagnostic severity | Diagnostic severity | Behavioral profile + Functional status |
| Intended users | Researchers | Clinicians / Researchers | Clinicians / Researchers | Pediatricians, primary care physicians, school health professionals, teachers, parents, caregivers |
| Clinical setting | Research | Clinical / Research | Clinical / Research | Pediatric clinics, schools, families, community health |
| Main strength | Widely validated | DSM-5 compatibility | ICD-11 compatibility | Simple mnemonic; prevention-focused; resilience-oriented; communication tool |
| Current evidence | Validated | Validated | Validated | Conceptual framework (clinical validation in progress) |
2.2. Gaming Addiction Scale (GAS)
2.3. Internet Gaming Disorder Scale–Short Form (IGDS9-SF)
2.4. Gaming Disorder Test (GDT)
2.5. Remaining Gap Between Diagnostic Assessment and Early Preventive Identification
3. Theoretical Foundation of the Proposed GAME-F Framework
3.1. Theoretical Background
3.2. Principles of the Addiction Medicine
3.3. Lessons from the CAGE Questionnaire
3.4. Developmental Perspective in Childhood and Adolescence
3.5. Functional Impairment as a Distinct Developmental Construct

4. The GAME-F Framework
4.1. G: Give Up
4.2. A: Angry
4.3. M: More
4.4. E: Everywhere in the Mind (Preoccupation)
4.5. F: Functional Impairment
| Profile | GAME-F Pattern | Representative GAME-F Score Profiles | Clinical Characteristics | Clinical Focus |
| Group 1. Healthy Adaptation | ||||
| 1 | Healthy Recreational Gaming | 00000 10000 01000 |
• Recreational gaming • Healthy sleep hygiene • School attendance maintained • Offline activities maintained • Healthy family interaction |
• Maintain healthy digital habits • Encourage balanced lifestyle |
| 2 | Highly Engaged Gaming | 11111 01111 11101 |
• Long gaming sessions • Active gaming-related activities • Sleep preserved • Academic performance maintained • Offline activities continue |
• Gaming time alone is not pathological • Continue healthy routines |
| Group 2. Progression Toward Functional Impairment | ||||
| 3 | Gaming-Centered Lifestyle Emerging | 12112 12212 11212 |
• Rankings/livestreams/SNS increase • Gaming becomes central hobby • Sleep largely preserved • School maintained • No significant functional impairment |
• Preventive counselling • Preserve sleep hygiene • Maintain offline activities |
| 4 | Early Functional Impairment | 22221 21221 22121 |
• Delayed bedtime • Daytime sleepiness • Tardiness • Early academic decline • Family disagreement increases |
• Restore sleep hygiene • Rebuild daily routines |
| Group 3. Clinical Phenotypes Requiring Targeted Intervention | ||||
| 5 | Functional Vulnerability | 11122 12122 10122 |
• Functional impairment disproportionate to gaming • ADHD/ASD traits • Anxiety/depression • Sleep disturbance • Family vulnerability |
• Assess underlying vulnerabilities • Individualized intervention |
| 6 | School and Lifestyle Collapse | 22222 21222 22122 |
• School refusal/non-attendance • Gaming-centered lifestyle • Anxiety increases • Lifestyle disruption • Physical inactivity |
• Lifestyle reconstruction • School reintegration • Family support |
| 7 | Family Crisis | 22222 22221 21222 |
• Emotional dysregulation • Verbal aggression • Property damage may occur • Family exhaustion • Assess psychiatric/developmental comorbidities |
• Family-centered intervention • Multidisciplinary assessment |
| 8 | Multisystem Functional Impairment | 22222 | • Severe functional impairment • Long-term school non-attendance • Social withdrawal • Unauthorized parental credit card use may occur • Financial/family consequences |
• Restore daily functioning • Restore social participation • Comprehensive multidisciplinary care |
5. Clinical and Public Health Applications of the GAME-F Framework
5.1. Application in Pediatric Practice
5.2. Application in School Health
5.3. Application in Family Education
5.4. Public Health Implications

6. Future Perspectives and Limitations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix
| Group 1. Healthy Adaptation | |
| Profile | Profile 1 |
| GAME-F Pattern | Healthy Recreational Gaming |
| Representative Scores | G0/A0/M0/E0/F0 G1/A0/M0/E0/F0 G0/A1/M0/E0/F0 |
| Representative Clinical Profile | An elementary or junior high school student enjoys digital games primarily for recreation and relaxation. Gaming is limited to an appropriate duration and does not interfere with sleep, school attendance, academic performance, physical activity, fam-ily relationships, or other daily responsibilities. The child participates in a variety of offline activities, including sports, hobbies, and face-to-face interactions with family and friends. Gaming-related activities, such as watching gameplay videos or browsing gam-ing-related social media, are occasional and do not become a major part of daily life. The child is able to stop playing voluntarily without significant emotional distress and readily shifts attention to other activities. Sleep hygiene is well maintained, with a reg-ular bedtime and wake-up schedule, and gaming is generally avoided immediately be-fore bedtime. |
| Clinical Message | This profile represents healthy recreational gaming without functional impair-ment. Clinical assessment should focus on maintaining balanced digital media use and healthy lifestyle habits rather than restricting gaming unnecessarily. Education for children and caregivers should emphasize appropriate sleep hygiene, physical activity, and diverse recreational experiences while recognizing that recreational gaming itself is a normal component of modern childhood. |
| Profile 2 | |
| GAME-F Pattern | Highly Engaged Gaming |
| Representative Scores | G1/A1/M1/E1/F1 G0/A1/M1/E1/F1 G1/A1/M1/E0/F1 |
| Representative Clinical Profile | An adolescent enjoys gaming as a major leisure activity and may spend several hours gaming, particularly on weekends or during school vacations. The child actively participates in gaming-related activities, including watching gameplay videos, fol-lowing livestreams, communicating through gaming-related social media, and dis-cussing games with friends. Despite this high level of engagement, sleep hygiene remains generally appropri-ate, and regular school attendance, academic performance, physical activity, and fam-ily relationships are maintained. The adolescent is able to interrupt gaming when nec-essary and participates in offline hobbies, sports, or social activities. Gaming enhances enjoyment and social interaction but does not dominate daily life or interfere with healthy development. |
| Clinical Message | This profile represents high engagement without clinically significant functional impairment. Gaming duration alone should not be used to identify problematic gam-ing. Clinical assessment should focus on whether gaming-related activities interfere with sleep, education, physical health, family relationships, or psychosocial function-ing rather than on screen time alone. |
| Group 2. Progression Toward Functional Impairment | |
| Profile | Profile 3 |
| GAME-F Pattern | Gaming-Centered Lifestyle Emerging |
| Representative Scores | G1/A2/M1/E1/F2 G1/A2/M2/E1/F2 G1/A1/M2/E1/F2 |
| Representative Clinical Profile | An adolescent spends a substantial amount of free time gaming and increasingly organizes daily life around gaming-related activities. In addition to gameplay, the ad-olescent regularly watches gameplay videos and livestreams, follows gaming-related social media, monitors rankings and competitive statistics, and actively participates in online gaming communities. Gaming has become a major source of enjoyment, achievement, and social interaction. Weekend gaming commonly extends to 4–6 hours per day, while gaming-related activities occupy additional time even when the individual is not actively playing. Sleep hygiene remains generally preserved, although bedtime may gradually become later because of gaming or gaming-related activities. School attendance and academic performance are largely maintained, and the adolescent continues to participate in family life and extracurricular activities. The adolescent demonstrates increasing emotional investment in gaming, includ-ing strong interest in rankings, seasonal events, achievements, cosmetic in-game items (skins), and game-related discussions on social media. Nevertheless, healthy daily functioning remains largely intact. |
| Clinical Message | This profile represents the transition from recreational gaming to a gam-ing-centered lifestyle, while functional impairment remains minimal or absent. In-creasing engagement in gaming-related activities should be recognized as an early be-havioral change rather than evidence of gaming disorder. Preventive counseling fo-cusing on sleep hygiene, balanced daily routines, and maintenance of diverse offline activities may help prevent progression to functional impairment. |
| Profile | Profile 4 |
| GAME-F Pattern | Early Functional Impairment |
| Representative Scores | G2/A2/M2/E2/F1 G2/A1/M2/E2/F1 G2/A2/M1/E2/F1 |
| Representative Clinical Profile | A junior high school student spends most evenings gaming and engaging in gam-ing-related activities, including livestreams, gameplay videos, gaming-related social media, and online communities. Gaming increasingly occupies the center of daily life, although some offline activities are still maintained. Sleep hygiene begins to deteriorate. Bedtime is frequently delayed beyond mid-night because of gaming or gaming-related activities, resulting in insufficient sleep on school days. Morning awakening becomes difficult, and the adolescent often requires repeated prompting by caregivers to prepare for school. Breakfast is occasionally skipped, and weekends are characterized by prolonged sleep and extended gaming sessions. School attendance is generally maintained; however, tardiness, daytime sleepiness, reduced concentration, and declining academic performance begin to emerge. Physical activity decreases, and early weight gain or unhealthy lifestyle habits may become ev-ident. Family disagreements regarding gaming become more frequent, although severe aggression or family violence is not yet present. |
| Clinical Message | This profile represents the earliest stage of clinically significant functional im-pairment associated with gaming-related behaviors. Sleep disturbance is often the first observable manifestation of functional decline, preceding deterioration in school performance, physical health, and psychosocial functioning. Early intervention should prioritize restoration of healthy sleep hygiene, balanced daily routines, physical activity, and family-based guidance. Timely intervention at this stage may prevent progression to more severe functional impairment. |
| Group 3. Clinical Phenotypes Requiring Targeted Intervention | |
| Profile | Profile 5: |
| GAME-F Pattern | Functional Vulnerability |
| Representative Scores | G1/A1/M1/E2/F2 G1/A2/M1/E2/F2 G1/A0/M1/E2/F2 |
| Representative Clinical Profile | An upper elementary or junior high school student presents with functional difficulties that appear disproportionate to the amount of gaming. Gaming is an im-portant leisure activity but does not fully explain the child's academic, behavioral, or psychosocial problems. The child may exhibit irregular sleep patterns, poor concentration, declining aca-demic performance, difficulty organizing schoolwork, and reduced participation in physical or social activities. Gaming and gaming-related activities often serve as a preferred means of stress relief or emotional regulation rather than being the sole cause of impairment. Underlying conditions such as attention-deficit/hyperactivity disorder (ADHD), autism spectrum disorder (ASD), anxiety disorders, depressive symptoms, sleep disorders, or adverse family circumstances may contribute to functional impairment. Careful assessment frequently reveals that multiple developmental, psychological, and environmental factors coexist. |
| Clinical Message | This profile highlights the importance of identifying underlying vulnerabilities rather than attributing functional impairment solely to gaming. Functional impairment is not always proportional to gaming duration or gam-ing-related activities. Comprehensive assessment should include neurodevelopmental characteristics, emotional well-being, sleep hygiene, family functioning, and school environment before concluding that gaming is the primary cause of impairment. Early recognition of these underlying factors allows individualized intervention and may prevent unnecessary stigmatization of gaming itself. |
| Profile | Profile 6 |
| GAME-F Pattern | School and Lifestyle Collapse |
| Representative Scores | G2/A2/M2/E2/F2 G2/A1/ M2/E2/F2 G2/A2/M1/E2/ F2 |
| Representative Clinical Profile | (Draft Version 1) An adolescent's daily life has become increasingly organized around gaming and gaming-related activities. In addition to prolonged gameplay, substantial time is de-voted to livestreams, gameplay videos, gaming-related social media, online communi-ties, and competitive events. Gaming has evolved from a recreational activity into the central organizing principle of everyday life. Sleep hygiene is markedly disrupted, with delayed sleep onset, insufficient sleep, and irregular sleep–wake patterns. The adolescent frequently wakes late, skips break-fast, and spends most of the daytime engaged in gaming-related activities. Physical ac-tivity declines, unhealthy eating habits develop, and weight gain may become evident. School attendance becomes increasingly inconsistent, with frequent tardiness, ab-senteeism, school refusal, or prolonged school non-attendance. As school disengage-ment persists, anxiety, low self-esteem, and social withdrawal often become more prominent. Daily functioning is progressively replaced by gaming-centered activities. Parents commonly report that attempts to limit gaming are unsuccessful and fam-ily stress increases. However, severe aggression or destructive behavior is not yet the dominant clinical feature. |
| Clinical Message | This profile is characterized by substantial impairment in school participation and healthy daily routines. The primary clinical goal is restoration of healthy lifestyle habits and gradual re-engagement with education and society, rather than simply reducing gaming time. Comprehensive intervention should include sleep hygiene, nutritional support, physi-cal activity, psychological care, family guidance, and close collaboration with schools. When immediate return to regular school attendance is difficult, stepwise educa-tional support, including school health rooms, alternative classrooms, educational support centers, or accredited alternative educational settings, may facilitate gradual social reintegration according to the child's individual needs. |
| Profile | Profile 7 |
| GAME-F Pattern | Family Crisis |
| Representative Scores | G2/A2/M2/E2/F2 G2/A2/M2/E2/F1 G2/A1/M2/E2/F2 |
| Representative Clinical Profile | (Draft Version 1) An adolescent demonstrates severe functional impairment associated with a gaming-centered lifestyle. Daily routines are dominated by gaming and gam-ing-related activities, while sleep, nutrition, school participation, and physical activity have markedly deteriorated. Attempts by caregivers to interrupt gaming frequently trigger intense emotional reactions. The adolescent may exhibit irritability, verbal aggression, shouting, or threatening behavior. Episodes of slamming doors, punching walls, throwing control-lers or mobile devices, and damaging household objects may occur during conflicts re-garding gaming. Family relationships progressively deteriorate, and caregivers often report ex-haustion, helplessness, and increasing difficulty establishing consistent boundaries. Siblings may also be affected by ongoing family conflict. Despite these behavioral man-ifestations, underlying neurodevelopmental disorders, anxiety, depression, obses-sive-compulsive symptoms, or other psychiatric conditions may coexist and should be carefully assessed rather than attributing all behavioral problems solely to gaming. |
| Clinical Message | This profile represents a family-centered clinical crisis characterized by severe emotional dysregulation and progressive family dysfunction. Clinical management should extend beyond gaming behavior itself to include comprehensive assessment of neurodevelopmental and psychiatric comorbidities, caregiver burden, family functioning, and psychosocial stressors. Family-centered in-tervention, psychological support, and multidisciplinary collaboration are strongly recommended to prevent further escalation of functional impairment. |
| Profile | Profile 8 |
| GAME-F Pattern | Multisystem Functional Impairment |
| Representative Scores | G2/A2/M2/E2/F2 G2/A2/M2/E2/F2 G2/A2/M2/E2/F1 |
| Representative Clinical Profile | (Draft Version 1) An adolescent demonstrates severe and persistent functional impairment asso-ciated with a gaming-centered lifestyle. Gaming and gaming-related activities occupy most waking hours, while normal daily routines have largely disappeared. School attendance has ceased or become extremely limited, and prolonged school non-attendance is common. Social participation outside online gaming communities is markedly reduced. Sleep–wake rhythms are profoundly disrupted, with persistent daytime sleeping and overnight gaming. Nutritional habits become increasingly irregular, physical inac-tivity is pronounced, and weight gain or obesity may develop. Anxiety, depressive symptoms, social withdrawal, and reduced self-esteem frequently coexist, further re-inforcing dependence on gaming-related activities. Family relationships have become severely strained. Repeated conflicts regarding gaming may escalate to destruction of household property, physical intimidation, or violence toward family members in some individuals, resulting in significant care-giver distress and family dysfunction. Some adolescents develop financial consequences, including repeated unauthor-ized use of parents' credit cards or excessive in-game purchases despite family re-strictions. These behaviors further damage family trust and may require intensive family intervention. |
| Clinical Message | This profile reflects severe multisystem functional impairment requiring com-prehensive multidisciplinary intervention. The primary treatment goal is restoration of healthy daily functioning and social participation, rather than simply reducing gaming time. Clinical management should address sleep, nutrition, physical health, mental health, family functioning, education-al reintegration, and financial supervision as appropriate. Close collaboration among healthcare professionals, families, schools, psycholo-gists, and social welfare services is often necessary. In severe cases, coordination with child protection or other community support services may be required to ensure the safety and well-being of the child and family. |
References
- Imataka, G.; Izumi, S.; Miyamoto, Y.; Maehashi, A. Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. J. Clin. Med. 2024, 13, 5122. [Google Scholar] [CrossRef]
- Granic, I.; Lobel, A.; Engels, R.C.M.E. The Benefits of Playing Video Games. Am. Psychol. 2014, 69, 66–78. [Google Scholar] [CrossRef]
- Stevens, M.W.R.; Dorstyn, D.; Delfabbro, P.H.; King, D.L. Global Prevalence of Gaming Disorder: A Systematic Review and Meta-Analysis. Aust. N. Z. J. Psychiatry 2021, 55, 553–568. [Google Scholar] [CrossRef] [PubMed]
- Compas, B.E.; Jaser, S.S.; Bettis, A.H.; Watson, K.H.; Gruhn, M.A.; Dunbar, J.P.; Williams, E.; Thigpen, J.C. Coping, Emotion Regulation, and Psychopathology in Childhood and Adolescence: A Meta-Analysis and Narrative Review. Psychol. Bull. 2017, 143, 939–991. [Google Scholar] [CrossRef] [PubMed]
- Masten, A.S. Ordinary Magic: Resilience Processes in Development. Am. Psychol. 2001, 56, 227–238. [Google Scholar] [CrossRef] [PubMed]
- Paulus, F.W.; Ohmann, S.; von Gontard, A.; Popow, C. Internet Gaming Disorder in Children and Adolescents: A Systematic Review. Dev. Med. Child Neurol. 2018, 60, 645–659. [Google Scholar] [CrossRef] [PubMed]
- Casey, B.J.; Jones, R.M. Neurobiology of the Adolescent Brain and Behavior: Implications for Substance Use Disorders. J. Am. Acad. Child Adolesc. Psychiatry 2010, 49, 1189–1201. [Google Scholar] [CrossRef] [PubMed]
- Imataka, G.; Sakuta, R.; Maehashi, A.; Yoshihara, S. Current Status of Internet Gaming Disorder (IGD) in Japan: New Lifestyle-Related Disease in Children and Adolescents. J. Clin. Med. 2022, 11, 4566. [Google Scholar] [CrossRef] [PubMed]
- American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders (DSM-5), 5th ed.; American Psychiatric Association: Arlington, VA, USA, 2013. [Google Scholar]
- World Health Organization. International Classification of Diseases 11th Revision (ICD-11): Gaming Disorder; World Health Organization: Geneva, Switzerland, 2019; Available online: https://icd.who.int/ (accessed on 27 June 2026).
- Lemmens, J.S.; Valkenburg, P.M.; Peter, J. Development and Validation of a Game Addiction Scale for Adolescents. Dev. Psychol. 2009, 45, 77–95. [Google Scholar] [CrossRef]
- Pontes, H.M.; Griffiths, M.D. Measuring DSM-5 Internet Gaming Disorder: Development and Validation of a Short Psychometric Scale. Comput. Hum. Behav. 2015, 45, 137–143. [Google Scholar] [CrossRef]
- Pontes, H.M.; Schivinski, B.; Sindermann, C.; Li, M.; Becker, B.; Zhou, M.; Montag, C. Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework: The Gaming Disorder Test. Int. J. Ment. Health Addict. 2021, 19, 508–528. [Google Scholar] [CrossRef]
- King, D.L.; Haagsma, M.C.; Delfabbro, P.H.; Gradisar, M.; Griffiths, M.D. Toward a Consensus Definition of Pathological Video-Gaming: A Systematic Review of Psychometric Assessment Tools. Clin. Psychol. Rev. 2013, 33, 331–342. [Google Scholar] [CrossRef] [PubMed]
- Mayfield, D.; McLeod, G.; Hall, P. The CAGE Questionnaire: Validation of a New Alcoholism Screening Instrument. Am. J. Psychiatry 1974, 131, 1121–1123. [Google Scholar] [CrossRef] [PubMed]
- King, D.L.; Chamberlain, S.R.; Carragher, N.; Billieux, J.; Stein, D.J.; Müller, K.W.; Potenza, M.N.; Rumpf, H.J.; Saunders, J.B.; Starcevic, V.; Demetrovics, Z.; Brand, M.; Lee, H.K.; Spada, M.M.; Lindenberg, K.; Wu, A.M.S.; Lemenager, T.; Pallesen, S.; Achab, S.; Kyrios, M.; Higuchi, S.; Fineberg, N.A.; Delfabbro, P.H. Screening and assessment tools for gaming disorder: A comprehensive systematic review. Clin. Psychol. Rev. 2020, 77, 101831. [Google Scholar] [CrossRef] [PubMed]
- Bozzola, E.; Spina, G.; Agostiniani, R.; Barni, S.; Russo, R.; Scarpato, E.; Di Mauro, A.; Di Stefano, A.V.; Caruso, C.; Corsello, G.; Staiano, A. The Use of Social Media in Children and Adolescents: Scoping Review on the Potential Risks. Int. J. Environ. Res. Public Health 2022, 19, 9960. [Google Scholar] [CrossRef] [PubMed]
- Colder Carras, M.; Aljuboori, D.; Shi, J.; Date, M.; Karkoub, F.; García Ortiz, K.; Abreha, F.M.; Thrul, J. Prevention and Health Promotion Interventions for Young People in the Context of Digital Well-Being: Rapid Systematic Review. J. Med. Internet Res. 2024, 26, e59968. [Google Scholar] [CrossRef] [PubMed]
- Lindenberg, K.; Kindt, S.; Szász-Janocha, C. Effectiveness of Cognitive Behavioral Therapy–Based Intervention in Preventing Gaming Disorder and Unspecified Internet Use Disorder in Adolescents: A Cluster Randomized Clinical Trial. JAMA Netw. Open 2022, 5, e2148995. [Google Scholar] [CrossRef] [PubMed]
- Billieux, J.; King, D.L.; Higuchi, S.; Achab, S.; Bowden-Jones, H.; Hao, W.; Long, J.; Lee, H.K.; Potenza, M.N.; Saunders, J.B.; Poznyak, V. Functional Impairment Matters in the Screening and Diagnosis of Gaming Disorder. J. Behav. Addict. 2017, 6, 285–289. [Google Scholar] [CrossRef] [PubMed]
- Griffiths, M.D. A ‘Components’ Model of Addiction within a Biopsychosocial Framework. J. Subst. Use 2005, 10, 191–197. [Google Scholar] [CrossRef]
- Grant, J.E.; Potenza, M.N.; Weinstein, A.; Gorelick, D.A. Introduction to Behavioral Addictions. Am. J. Drug Alcohol Abus. 2010, 36, 233–241. [Google Scholar] [CrossRef] [PubMed]
- Volkow, N.D.; Koob, G.F.; McLellan, A.T. Neurobiologic Advances from the Brain Disease Model of Addiction. N. Engl. J. Med. 2016, 374, 363–371. [Google Scholar] [CrossRef] [PubMed]
- Ewing, J.A. Detecting Alcoholism: The CAGE Questionnaire. JAMA 1984, 252, 1905–1907. [Google Scholar] [CrossRef] [PubMed]
- Imataka, G.; Shiraishi, H. Youth Suicide in Japan: Exploring the Role of Subcultures, Internet Addiction, and Societal Pressures. Diseases 2025, 13, 2. [Google Scholar] [CrossRef] [PubMed]
- Sharma, G.; Yaffe, M.J.; Ghadiri, P.; Gandhi, R.; Pinkham, L.; Gore, G.; Abbasgholizadeh-Rahimi, S. Use of Artificial Intelligence in Adolescents' Mental Health Care: Systematic Scoping Review of Current Applications and Future Directions. JMIR Ment. Health 2025, 12, e70438. [Google Scholar] [CrossRef] [PubMed]
- Mansoor, M.; Hamide, A.; Tran, T. Conversational AI in Pediatric Mental Health: A Narrative Review. Children 2025, 12, 359. [Google Scholar] [CrossRef] [PubMed]
- Teague, S.; Somoray, K.; Shatte, A.; Miller, D.; Moss, K.; Crawford, A.; Wildman, H.; Kayal, D.; et al. Digital Media Use and Child Health and Development: A Systematic Review and Meta-Analysis. JAMA Pediatr. 2026, 180, 510–517. [Google Scholar] [CrossRef] [PubMed]
| Domain | Clinical concept | 0 | 1 | 2 | Clinical implication |
| G (Give Up) | Priority shift | Daily life unaffected | Occasionally postpones homework, hobbies or sports | Repeatedly sacrifices school, sleep, hobbies, sports or family activities for gaming | Behavioral priority shift |
| A (Angry) | Withdrawal-like reaction | Accepts interruption | Temporary irritability | Persistent anger, verbal abuse, physical aggression or property damage when gaming is interrupted | Emotional dysregulation |
| M (More) | Tolerance-like progression | Stable gaming pattern | Gradual increase in time or engagement | Marked increase in gaming time and/or spending to achieve the same satisfaction | Behavioral reinforcement |
| E (Everywhere in the Mind) | Preoccupation | Gaming is one of several interests | Frequently thinks or talks about gaming | Gaming dominates thoughts and interferes with daily concentration | Cognitive salience |
| F (Functional Impairment) | Daily functioning | No impairment | Mild impairment in one domain | Clinically significant impairment in academic, family, social, health and/or financial functioning | Clinical consequence |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).