Problematic gaming rampant among Singaporean youth

A study found higher rates of problematic gaming and related problems such as excessive gaming and depression among young people in Singapore than those reported overseas.

The study, led by Peter Chu, associate professor of psychology at James Cook University, investigated how common internet gaming disorder (IGD) and gaming disorder (GD) are among young people here.

Both are behavioral addictions that involve excessive, compulsive gaming and have recently been added to two classification systems for mental disorders.

The study found that 10.3 percent of participants met criteria for IGD and 5 percent met criteria for GD.

By comparison, the prevalence of problematic gaming (an umbrella term used to broadly assess gaming issues) is approximately 5.08 percent in Asia and 2.72 percent in Europe.

Professor Chew’s research, which focuses on behavioral addictions, surveyed 1,008 participants aged 18 to 40, providing new local insight into the scale of gaming-related disorders among young people.

It was conducted in 2023 and published in the academic journal “Psychiatric Quarterly” in February 2025.

Observers said the findings point to a deeper need for connection and a “third place” – what urban sociologists call a social space outside of home, school or work – and that gaming is increasingly filling that role for young people here.

A similar study here reported problematic gaming rates of 8.7 percent among elementary and middle school students and 15.4 percent among college students.

Professor Chu’s research defined IGD as excessive online gaming characterized by symptoms such as loss of control, tolerance, and withdrawal.

GD is referred to as persistent gaming behavior that takes precedence over other activities, both offline and online, and interferes with daily life.

Men were at higher risk than women, with 7.2% to 14.6% of men meeting criteria for the disease, compared to 2.8% to 6.2% of women.

Participants reported their gaming behavior over 12 months in an online survey measuring gaming motivation, mental health, and sleep quality.

People with disabilities spent more time playing games, had a stronger desire for gaming motives such as fantasy and competition, had more negative emotions such as anxiety, and reported lower sleep quality than people without disabilities.

Experts and youth counselors said “push” factors, such as stress, boredom and emotional conflict, and “pull” factors, such as immersive design and built-in rewards, can encourage problematic gaming.

The findings come amid growing concerns in Singapore over excessive screen use, which some believe reflects underlying conflicts such as academic pressure, family stress, anxiety and depression.

“When people feel stressed, they will look for different escape routes,” Professor Chu said, adding that in some countries this could take the form of alcohol or gambling.

However, in Singapore, these outlets are relatively expensive or restricted, he said.

In a country where opportunities for play may be limited, mobile phones provide an instant refuge for children.

Photo: Kevin Lim

In contrast, games and social media are easily accessible. “They are mostly free and unregulated. They are very easy to use if you are tech savvy,” he said.

Other “push” factors that lead to problematic gaming include boredom and a desire for connection, said Ms Carmen Lee, lead social worker at youth organization Trybe.

She added that many of the young people she works with are creating virtual worlds where they can be who they want to be.

“They may not have a good relationship with their family, but they may be able to have a different persona online,” Lee said. “That way they feel needed and useful and want to continue in that role.”

SB Viknesan, chief counselor at the Institute of Mental Health’s National Addiction Management Service, said games today are becoming increasingly immersive with technologies such as augmented reality and artificial intelligence.

“You can build relationships in the game and meet people,” he said. “This can draw people in, especially those who are going through stressful times in their lives.”

Some games include gambling-like elements such as loot boxes and in-game purchases, which can make them more addictive.

Lee said mobile phones are an easy escape for children in a country where opportunities for play can seem limited due to restrictions on open space and schedules packed with tuition and extracurricular activities.

The need for a “third place”

Some, like Impart co-founder Narasimman Tivasikha Mani, believe that gaming isn’t all bad.

Many young people use gaming as a space to explore their identities and connect with their peers, he said.

“Many youth spaces these days have adults, but what young people need is a third space where they can be seen and connect with other young people,” Narasimman said, adding that it is part of Impart’s mission to work with young people facing adversity.

“Providing children with positive early childhood experiences in these spaces can provide a buffer against the adversity they face in life,” he added.

Calvin Leon, who oversees community programs at Impart, said third places allow young people to take an interest in their own lives and actions, including gaming, without making immediate judgments. These spaces, which can be online or offline, such as gyms or hobby groups, can help develop social skills, resilience, and confidence.

He said gaming can help young people with low self-esteem find purpose. “(They) show that they can learn and that they can potentially do more than they think.”

Rather than demonizing games, Narasimhan and Leung distinguish between healthy games that emphasize mastery, teamwork, and connection, and unhealthy games that encourage players to keep playing by offering small, frequent rewards and are characterized by extreme violence.

Minecraft is an example of a “healthy game” that Impart is using to reach youth.

When problems arise with a game, Impart encourages young people to think about what the gaming experience offers them, mirroring the approach used in Third Places.

“We want to show young people that it’s okay to be curious, it’s okay to want to explore,” Leon said. “We want young people to rediscover their inner spark through this third space.”

How to identify the signs of harmful gaming

  • Be addicted to games at the expense of other activities
  • Isolation from family, friends, or social activities you previously enjoyed
  • Avoiding responsibilities and basic self-care (e.g., skipping meals, ignoring hygiene)
  • Secretive behavior regarding gaming and screen use
  • Anxiety, irritability, and aggression when devices are taken away or access is restricted
  • High levels of stress, negative emotions, or mood swings related to gaming
  • Decline in academic or work performance
  • Difficulty waking up in the morning or maintaining a regular sleep schedule
  • Financial burden due to in-game purchases and subscriptions
  • Poor relationships with partners, co-workers, and family due to excessive gaming

Tips for healthy gaming and online habits

  • Take regular breaks from gaming
  • Participate in offline activities such as sports, exercise, and hobbies. Strengthen a balanced lifestyle that includes sleep, schoolwork, housework, and family time at the same time as gaming.
  • If you are facing stress or difficult situations, talk to a trusted adult, family member, or therapist.
  • Create schedules and timetables to manage games and other activities
  • Ensuring adequate sleep and self-care while gaming

Tips for parents to manage games

  • Use the internet with your child
  • Take an interest in the games they play and the friends they make online
  • Teach children to recognize unhealthy behaviors such as skipping school or sleeping late.
  • Take time every day to check on your children’s school life and relationships.
  • Establish clear family rules regarding internet use
  • Choose video games that are kid-friendly and age-appropriate. Try playing them first
  • Use parental controls to limit screen time and monitor game usage
  • Help children develop offline coping skills to deal with stress, anxiety, and other difficult emotions

Note: This article was written by Gabriel Chan and first published in The Straits Times on February 1, 2026.

Source: The Straits Times

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