Research out of McGill University in Montreal has found that some young gamers may be at a higher risk of mental health problems — though the lead researcher was quick to stress that most young people have nothing to worry about. Video games “can bring positive experiences to young people, including opportunities for creativity, teamwork, agency and self expression,” said Dr. Vincent Paquin. “But in a minority of young people, there is a difficulty with controlling the amount of gaming that leads to negative consequences on their psychological well-being and their functioning at school and in their relationships, and that’s what we call problematic gaming.” The McGill study followed about 6,000 American preteens who played video games over a number of years. It found that the young people who struggle to control their habits are more likely to have problems such as mild paranoia, unusual beliefs or disturbed perceptions by the time they were 13 years old. However, “protective factors,” such as a supportive family or school environment, lowered the risk, Paquin said. When students have opportunities to participate in extracurricular activities or have one-on-one meetings with teachers and staff, they are less at risk. “Supportive environment meant parents actively inquiring about the child’s whereabouts, their activities, showing interest and also being available to monitor,” he said. “We found that when those supports were present and good, young gamers had a lower risk of developing problematic gaming.” Problematic gaming The term “problematic gaming” was inspired by the idea of addiction, Paquin said, but without the use of substances. The World Health Organization defines “gaming disorder” as “impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precendence over other interests and daily activities and the continuation or escalation of gaming despite the occurrence of negative consequences.” People who partake in gaming should be alert to the amount of time they spend on gaming activities, the WHO says, calling particular attention to when it is to the exclusion of other daily activities. Further, gamers should be aware of any changes in their physical or psychological health and social functioning. Paquin said the McGill study avoided the term “addiction” but acknowledged the similarities, particularly as some games and apps manipulate users, “to increase their use to spend more time on those platforms and devices.” “That is driven by commercial practices because the developers want consumers to engage more with their products,” he said. “In particular, there are some games that have gambling-like mechanics in them, and they will not always be presented explicitly in how the game is branded and presented and sold.” Red flags to watch for Paquin said parents can be on the lookout for the following warning signs: “Those are things to monitor, to watch for, because, ultimately, what we are aiming for is to preserve a balanced use of games so that we can still benefit from very positive aspects, but also limit the risk of their use becoming problematic,” said Paquin. Paquin also cautioned against underestimating the importance of video games altogether, noting they play a meaningful role in many young people’s social lives and identities, much like sports do for others. “In a similar way, video games can be the shared interest that brings together people, and that facilitates the formation of friendships, and that motivates people to go into specific programs of study and to pursue higher education and so on,” he said.