Problematic gaming in pre-teens linked to higher risk of psychotic experiences

Pre-teens who struggle to control their video gaming habits are more likely to have psychotic-like experiences a year later, a new study has found.

McGill University researchers and colleagues at Maastricht University found that 12-year-olds who showed signs of problematic gaming were more likely to experience mild paranoia, unusual beliefs or disturbed perceptions at age 13.

Problematic gaming means having difficulty controlling one's amount of gaming, leading to distress or problems at school or in relationships."

Vincent Paquin, Lead Author, Assistant Professor in McGill's Department of Psychiatry and psychiatrist, Jewish General Hospital

Supportive environments matter

Notably, young gamers who felt more supported at school and at home were less likely to have problematic gaming habits overall.

"For health professionals, teachers and policymakers, our findings highlight the importance of promoting supportive social environments. It may help prevent gaming from becoming problematic," said Paquin.

Once gaming became problematic, however, support from family and school alone was not enough to offset the later mental health link, he added, suggesting that other forms of mental health supports may be needed.

How the study was conducted

The findings, published in the Journal of Behavioral Addictions, are based on data from more than 6,000 U.S. adolescents. The broader study began when participants were nine. They were surveyed at ages 12 and 13 about their gaming habits, mental health and daily lives.

Using statistical models, researchers examined whether problematic gaming predicted later mental health symptoms. The association persisted even after accounting for earlier mental health symptoms and family factors, suggesting the link was not simply a product of pre-existing problems.

Looking beyond screen time

More broadly, the results add nuance to current conversations about screen time, suggesting the risks may be more about quality than quantity.

"Video games can foster creativity, social connection and a sense of agency. But in a minority of young people, they become sources of distress that crowd out other aspects of life," said Paquin.

The team is now developing a practical assessment tool to help doctors and educators better understand not just how much young people game, but how gaming fits into their broader lives and well-being.

About the study

"Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study" by Vincent Paquin and Sinan Gülöksüz et al., was published in the Journal of Behavioral Addictions.

Support was provided by Fonds de recherche du Québec – Santé, Ministère de la santé et des services sociaux, National Institute of Mental Health, European Union's Horizon Europe Program, Instituto de Salud Carlos III, Spanish Ministry of Science and Innovation and the European Commission.

Source:
Journal reference:

Paquin, V., et al. (2026). Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study. Journal of Behavioral Addictions. DOI: https://doi.org/10.1556/2006.2025.00094. https://akjournals.com/view/journals/2006/aop/article-10.1556-2006.2025.00094/article-10.1556-2006.2025.00094.xml

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