Rapid responses are electronic comments to the editor. They enable our users
to debate issues raised in articles published on bmj.com. A rapid response
is first posted online. If you need the URL (web address) of an individual
response, simply click on the response headline and copy the URL from the
browser window. A proportion of responses will, after editing, be published
online and in the print journal as letters, which are indexed in PubMed.
Rapid responses are not indexed in PubMed and they are not journal articles.
The BMJ reserves the right to remove responses which are being
wilfully misrepresented as published articles or when it is brought to our
attention that a response spreads misinformation.
From March 2022, the word limit for rapid responses will be 600 words not
including references and author details. We will no longer post responses
that exceed this limit.
The word limit for letters selected from posted responses remains 300 words.
I appreciate the opportunity to engage with the article "Why I . . . play video games" (BMJ 2025; 388 doi: https://doi.org/10.1136/bmj.q2832), which highlights the therapeutic and recreational benefits of video gaming for healthcare professionals and children with disabilities. The article thoughtfully captures how gaming serves as a tool for stress relief, escapism, and connection, particularly in demanding medical roles. However, I would like to draw attention to an important omission in the discussion: the risks of excessive gaming and its broader implications, particularly for vulnerable populations such as children and adolescents.
Gaming addiction, formally recognized as Gaming Disorder in the ICD-11 by the World Health Organization, is characterized by impaired control over gaming, prioritization of gaming over other activities, and continuation of gaming despite negative consequences.¹ This condition affects a small but significant proportion of gamers and has been linked to adverse outcomes, including academic underachievement, social isolation, and psychological distress.² Immersive game design can exacerbate these tendencies by encouraging prolonged engagement.³ Given these findings, it is crucial to address the potential for harm alongside the benefits of gaming.
The article effectively conveys the joy and therapeutic possibilities of gaming, such as enabling children with disabilities to experience empowerment and social interaction. However, statements like “gaming has something for everyone” and “limitless possibilities” may inadvertently normalize or even glorify gaming without emphasizing the importance of moderation. This omission risks reinforcing gaming behaviors that could lead to adverse effects, particularly in younger players who may lack the self-regulation required to balance gaming with other aspects of life.⁴
Children and adolescents are particularly susceptible to the risks associated with excessive gaming. Studies have shown that prolonged gaming can lead to sedentary behaviors, obesity, and sleep disturbances, which compound the cognitive and emotional risks of overuse.⁵ Furthermore, certain types of games, particularly those with violent or competitive elements, have been associated with increased aggression and decreased empathy in young players.⁴ These concerns highlight the need for careful consideration of the content and duration of gaming, particularly in pediatric and adolescent populations.
To provide a balanced perspective, it would be beneficial for articles on gaming to incorporate evidence-based guidance for mitigating potential harms. For instance, promoting healthy gaming habits, such as limiting screen time, choosing age-appropriate games, and encouraging regular breaks, can help individuals enjoy the benefits of gaming without adverse consequences.⁶ Additionally, discussing the role of parental supervision and the importance of fostering a balanced lifestyle could serve as valuable advice for families navigating the gaming world.
While the therapeutic potential of gaming is undeniable, particularly for children with disabilities, the broader public health implications of gaming warrant careful consideration. As a leading medical journal, BMJ has a unique opportunity to advance a nuanced discourse on this topic by addressing both the benefits and risks of gaming. Such an approach would not only reflect the complexity of the issue but also provide readers with a comprehensive understanding of how to harness gaming’s positive aspects while minimizing its potential downsides.
References
1. World Health Organization. Gaming disorder: ICD-11 definition. Available from: https://www.who.int. Accessed January 2025.
2. Gentile DA. Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science 2009;20(5):594-602. doi:10.1111/j.1467-9280.2009.02340.x.
3. King DL, Delfabbro PH, Griffiths MD. Video game structural characteristics: A new psychological taxonomy. Int J Ment Health Addiction 2010;8(1):90-106. doi:10.1007/s11469-009-9206-4.
4. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psychol 2000;78(4):772-90. doi:10.1037/0022-3514.78.4.772.
5. Király O, et al. Problematic online gaming. Curr Addict Rep 2014;1(3):161-8. doi:10.1007/s40429-014-0016-5.
6. Griffiths MD. Video games and health: Video gaming is safe for most players and can be useful in health care. BMJ 2005;331(7509):122-3. doi:10.1136/bmj.331.7509.122.
Competing interests:
No competing interests
06 January 2025
Om Prakash
Professor of Psychiatry
Institute of Human Behaviour and Allied Sciences (IHBAS), New Delhi, India. PIN 110095
Department of Psychiatry, Institute of Human Behaviour & Allied Sciences (IHBAS), Dilshad Garden
Why We Must Play Smart: Balancing the Joy and Risks of Video Gaming
To the Editor,
I appreciate the opportunity to engage with the article "Why I . . . play video games" (BMJ 2025; 388 doi: https://doi.org/10.1136/bmj.q2832), which highlights the therapeutic and recreational benefits of video gaming for healthcare professionals and children with disabilities. The article thoughtfully captures how gaming serves as a tool for stress relief, escapism, and connection, particularly in demanding medical roles. However, I would like to draw attention to an important omission in the discussion: the risks of excessive gaming and its broader implications, particularly for vulnerable populations such as children and adolescents.
Gaming addiction, formally recognized as Gaming Disorder in the ICD-11 by the World Health Organization, is characterized by impaired control over gaming, prioritization of gaming over other activities, and continuation of gaming despite negative consequences.¹ This condition affects a small but significant proportion of gamers and has been linked to adverse outcomes, including academic underachievement, social isolation, and psychological distress.² Immersive game design can exacerbate these tendencies by encouraging prolonged engagement.³ Given these findings, it is crucial to address the potential for harm alongside the benefits of gaming.
The article effectively conveys the joy and therapeutic possibilities of gaming, such as enabling children with disabilities to experience empowerment and social interaction. However, statements like “gaming has something for everyone” and “limitless possibilities” may inadvertently normalize or even glorify gaming without emphasizing the importance of moderation. This omission risks reinforcing gaming behaviors that could lead to adverse effects, particularly in younger players who may lack the self-regulation required to balance gaming with other aspects of life.⁴
Children and adolescents are particularly susceptible to the risks associated with excessive gaming. Studies have shown that prolonged gaming can lead to sedentary behaviors, obesity, and sleep disturbances, which compound the cognitive and emotional risks of overuse.⁵ Furthermore, certain types of games, particularly those with violent or competitive elements, have been associated with increased aggression and decreased empathy in young players.⁴ These concerns highlight the need for careful consideration of the content and duration of gaming, particularly in pediatric and adolescent populations.
To provide a balanced perspective, it would be beneficial for articles on gaming to incorporate evidence-based guidance for mitigating potential harms. For instance, promoting healthy gaming habits, such as limiting screen time, choosing age-appropriate games, and encouraging regular breaks, can help individuals enjoy the benefits of gaming without adverse consequences.⁶ Additionally, discussing the role of parental supervision and the importance of fostering a balanced lifestyle could serve as valuable advice for families navigating the gaming world.
While the therapeutic potential of gaming is undeniable, particularly for children with disabilities, the broader public health implications of gaming warrant careful consideration. As a leading medical journal, BMJ has a unique opportunity to advance a nuanced discourse on this topic by addressing both the benefits and risks of gaming. Such an approach would not only reflect the complexity of the issue but also provide readers with a comprehensive understanding of how to harness gaming’s positive aspects while minimizing its potential downsides.
References
1. World Health Organization. Gaming disorder: ICD-11 definition. Available from: https://www.who.int. Accessed January 2025.
2. Gentile DA. Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science 2009;20(5):594-602. doi:10.1111/j.1467-9280.2009.02340.x.
3. King DL, Delfabbro PH, Griffiths MD. Video game structural characteristics: A new psychological taxonomy. Int J Ment Health Addiction 2010;8(1):90-106. doi:10.1007/s11469-009-9206-4.
4. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psychol 2000;78(4):772-90. doi:10.1037/0022-3514.78.4.772.
5. Király O, et al. Problematic online gaming. Curr Addict Rep 2014;1(3):161-8. doi:10.1007/s40429-014-0016-5.
6. Griffiths MD. Video games and health: Video gaming is safe for most players and can be useful in health care. BMJ 2005;331(7509):122-3. doi:10.1136/bmj.331.7509.122.
Competing interests: No competing interests