Study explained · Gaming

Media addiction in adolescents: What studies show about risky use, and what they do not

How much gaming is still normal, and when does use become problematic? Rather than a rigid time limit, parents need clear signs of loss of control, strain and areas of daily life being squeezed out.

· 4 min read

By Redaktion familydevice

How much gaming is still normal, and when does use become problematic? Rather than a rigid time limit, parents need clear signs of loss of control, strain and areas of daily life being squeezed out.

When dysregulated use becomes an issue

What studies show about causes and consequences

Ages 12 to 16: Developing rules together

Ages 16 to 18: Autonomy with reliable boundaries

When professional support makes sense

Sources

  1. [1]AWMF und Deutsche Gesellschaft für Kinder- und Jugendmedizin (2024): S2k-Leitlinie zur Prävention dysregulierten Bildschirmmediengebrauchs in Kindheit und Jugend
  2. [2]Bundesministerium für Bildung, Familie, Senioren, Frauen und Jugend (2026): Handlungsempfehlungen der Expertenkommission Kinder- und Jugendschutz in der digitalen Welt
  3. [3]Medienpädagogischer Forschungsverbund Südwest (2025): JIM-Studie 2025: Jugend, Information, Medien
  4. [4]Nature Human Behaviour (2019): The association between adolescent well-being and digital technology use
  5. [5]Unterhaltungssoftware Selbstkontrolle und Stiftung Digitale Spielekultur (2025): Elternratgeber digitale Spiele

Further reading