- Gaming disorder prevalence among Polish gamers was 2.9%, with a conservative possible diagnosis rate of 0.6%.
- Study analysed 2,738 gamers in a representative sample, the first prevalence estimate of GD in Poland.
- Age and sociodemographic factors were linked to GD, highlighting need for further research, especially among children and adolescents.
Psychiatr Pol. 2026 Aug 30;60(4):611-624. doi: 10.12740/PP/208035. Epub 2026 Aug 30.
ABSTRACT
OBJECTIVES: The aim of this study was to determine the prevalence of gaming disorder (GD) according to ICD-11 diagnostic criteria in a representative sample of Polish gamers.
METHODS: This epidemiological study included responses from 2,738 gamers recruited through an external research panel. A survey of available data describing Polish gamers was conducted to ensure that the study group constituted a representative sample. Prevalence was determined using a set of self-report questionnaires.
RESULTS: The prevalence of GD in the representative sample of Polish gamers was 2.9% (n = 80). However, using a conservative calculation approach, a potential GD diagnosis could be attributed to 0.6% (n = 16) of participants. The study also developed a basic sociodemographic profile of Polish gamers, identifying variables associated with GD, such as age.
CONCLUSIONS: Gaming disorder affects a percentage of Polish gamers, which echoes findings from studies in other European countries. This is the first attempt to estimate the prevalence of GD in a representative sample of Polish gamers. The results highlight the need for further research, particularly among children and adolescents.
PMID:42857935 | DOI:10.12740/PP/208035
Share Evidence Blueprint
Save to Google Notes

Search Google Scholar
Save as PDF
⭐ My Revision List

