Link Found Between Addictive Gaming and Suicidality: Study

Link Found Between Addictive Gaming and Suicidality: Study
In this file image, a participant sits at a computer monitor during a video gaming festival in Leipzig, Germany on Feb. 15, 2019. (Jens Schlueter/Getty Images)
Marina Zhang
4/1/2022
Updated:
4/5/2022

An analysis from the Norwegian Competence Center for Gambling and Gaming Research found a significant link between problem gaming and suicidality, reflected in problem gaming’s association with suicide ideation and attempts.

“Although gaming for most is a fun and recreational activity, a small minority is expected to experience problems related to their gaming, for instance, conflicts with close ones or impaired physical and/or mental health,” the authors, led by Eilin Erevik wrote.

“Suicidality reflects suicidal ideation [thinking, considering, or planning suicide], suicide attempts and suicide which are all characterised by a desire to die,” the authors wrote.

“All these outcomes involve a great deal of harm and distress for the affected individual and those close to them, and costly to society.”

Problem gaming is defined as any gaming activity that was problematic, excessive, pathological or exhibits similar traits which affect a small minority of people that choose to game.

Overall, the team found 1,348 studies published from 2000 to 2021 and reviewed 12 studies with a total of 88,732 participants after screening for eligibility.

Eleven of the 12 studies investigated the association between problem gaming and suicidal ideation and five investigated problem gaming associated with suicide attempts.

Three of the five found a positive, significant association, one found a positive but non-significant association and the fifth found an inverse, non-significant association, where problem gaming is associated with decreased suicide attempts.

Nonetheless, the authors concluded that their findings “indicate that there is an association between problem gaming and suicidal ideation, and likely between problem gaming and suicide attempts.”

The Newcastle-Ottawa Quality Assessment Scale (pdf) was used to assess for possible biases in the studies used for the review and the authors came to an average score of 5.8 stars out of 9, placing the quality of the average research to be of fair quality.

The team theorised on possible reasoning behind the relationship between addictive gaming and suicidality.

“For one, problem gaming may cause suicidality,” the authors speculated.

“Problem gaming might be speculated to increase the likelihood of suicidality is through increasing psychological distress and impulsivity which in turn may increase the likelihood of suicidality.”

However, the authors also argued that a “reverse causal pathway” may also be at play where individuals that experience suicide ideation or made suicide attempts, may seek out video games as “a way of escaping from the distress they experience.”

A final reason postulated is a third common factor associated with problem gaming and suicidality with members affected by the third common factor increasing behaviour and activity associated with problem gaming and suicidality.

“There is a need for more studies on the relationship between problem gaming and suicide attempts and suicide,” the team concluded.

“Future studies should aim to investigate the causality and mechanisms at play in the relationship between problem gaming and suicidal ideation/attempts. In particular, the relationship between game genre, problem gaming, and suicidality should be investigated by future research.”

Marina Zhang is a health writer for The Epoch Times, based in New York. She mainly covers stories on COVID-19 and the healthcare system and has a bachelors in biomedicine from The University of Melbourne. Contact her at [email protected].
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