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UNDERSTANDING ADDICTION · PART 1认识成瘾系列 · 第一篇
JUNE 2026 · DANIELLA LI
2026 年 6 月 · DANIELLA LI

Gaming Addiction: When Play Stops Being Play

电子游戏成瘾:当玩耍不再是玩耍


Have you ever sat down to play "one quick game" — and looked up four hours later? Or watched someone you love slowly disappear into a screen: meals eaten alone in a bedroom, conversations reduced to one-word answers, daylight becoming optional?

As a counsellor in training, I've spent this term studying behavioural addiction. This series shares what I'm learning — in plain language, for parents, spouses and anyone quietly worried. We begin with the addiction I'm asked about most: gaming.

1. It has an official name now

KNOWLEDGE POINT

In 2018 the World Health Organization classified Gaming Disorder in the ICD-11, its international diagnostic manual. Three signs, persisting over (usually) twelve months:

  • Impaired control — can't limit when, how often, or how long;
  • Increasing priority — gaming crowds out study, work, sleep and relationships;
  • Continuation despite harm — the costs are obvious, and the gaming continues anyway.

Why does naming matter? Because for years, families watching this happen were told it was "just a phase" or "all teenagers these days." If that's been your experience: you haven't been imagining it. What you've seen is real, and it has a clinical name.

2. It's not weakness — the brain really gets hooked

Modern games are engineered by teams of designers to hold attention: variable rewards (you never know when the rare item drops — the same principle as a poker machine), endless progression ladders, daily login streaks, and social pressure from teammates. Nobody "just lacks willpower" against a system built this way.

KNOWLEDGE POINT

Gaming activates the brain's dopamine reward pathway — the same circuit involved in substance addictions. With heavy repetition, the brain adapts: ordinary pleasures (a meal, a walk, a chat) feel flat, while the urge to play grows louder. This is why "just stop" rarely works, and why shame makes things worse, not better.

3. Why this person, and not that one?

In addiction studies we use the biopsychosocial model: addiction is never caused by one thing, but by biology, psychology and environment interacting.

KNOWLEDGE POINT
  • Bio — temperament, family history, a developing teenage brain (impulse control matures last);
  • Psycho — anxiety, depression, loneliness, low self-worth. Gaming often isn't the problem; it's the painkiller for the problem;
  • Social — school pressure, bullying, family conflict, migration stress, few offline friendships. In the game world there is competence, belonging and respect that real life isn't offering.

This is the question I find most useful: not "why the addiction?" but "why the pain?" A young person who feels capable, connected and hopeful rarely needs to live inside a game.

4. Loving games ≠ being addicted

Let's be fair: most gamers — including most teenagers who play a lot — are not addicted. Gaming is hobby, social space and culture. Worry less about hours, and more about these patterns:

One or two of these in a stressful season is common. Most of them, most of the time, for months — that's when to seek help.

5. What actually helps

KNOWLEDGE POINT

Unlike alcohol or drugs, screens can't be cut out of modern life entirely — so treatment is usually not "quit forever" but regaining control: counselling (often CBT and motivational interviewing), rebuilding offline life, treating the underlying anxiety or depression, and involving the family. Change also moves through stages — a person who doesn't yet see a problem needs a different conversation from one who's ready to act. Pushing "action" on someone still in denial usually backfires.

For parents and spouses, three things I keep returning to:

A word of faith

Augustine prayed: "You have made us for Yourself, and our hearts are restless until they rest in You." Addiction, at its root, is a restless heart seeking comfort, escape and reward in something too small to hold it. The answer is not shame — shame feeds the cycle. The answer is grace: a patient, honest walk back toward real connection, with people and with God.

"He heals the brokenhearted and binds up their wounds." — Psalm 147:3

This article is general educational information, not a diagnosis. If gaming is endangering someone's safety, schooling or mental health, please seek professional assessment.

你有没有过这样的经验:坐下来想"快速玩一局" —— 抬头已经四个小时?或者,眼睁睁看着所爱的人慢慢消失在屏幕后面:饭端进房间吃、对话只剩单字回应、白天黑夜不再有分别?

作为一名受训中的辅导员,我这个学期在系统学习行为成瘾。这个系列想把我学到的,用平白的语言分享给家长、配偶、和每一个默默担忧的人。第一篇,从我最常被问到的开始:电子游戏。

一、它现在有了正式的名字

知识点

2018 年,世界卫生组织(WHO)将游戏障碍(Gaming Disorder)正式列入国际疾病分类 ICD-11。三个核心标准,通常持续十二个月以上:

  • 失控 —— 无法控制玩的时间、频率和时长;
  • 优先级失衡 —— 游戏挤掉了学业、工作、睡眠和关系;
  • 明知有害仍继续 —— 代价摆在眼前,依然停不下来。

命名为什么重要?因为多年来,看着这一切发生的家人,听到的总是"只是一个阶段啦""现在的年轻人都这样"。如果这是你的经历:你没有想多。你看见的是真实的,而且它有临床的名字。

二、不是意志力软弱 —— 大脑真的会被"勾住"

现代游戏是由整个设计团队精心打造来留住注意力的:随机奖励(你永远不知道稀有装备何时掉落 —— 和老虎机同一个原理)、无尽的升级阶梯、每日签到的连胜机制、队友的社交压力。面对这样设计出来的系统,没有人是"单纯缺乏意志力"。

知识点

游戏激活大脑的多巴胺奖赏回路 —— 与物质成瘾涉及的是同一条通路。长期高强度刺激后,大脑会适应:日常的快乐(吃饭、散步、聊天)变得索然无味,玩的冲动却越来越响。这就是为什么"说停就停"很少成功,也是为什么羞辱只会让情况更糟。

三、为什么是这个孩子,而不是那个?

成瘾研究中我们使用生物-心理-社会模型(biopsychosocial model):成瘾从来不是单一原因,而是三层因素的交互作用。

知识点
  • 生物 —— 气质、家族史、还在发育的青少年大脑(冲动控制是最后成熟的功能);
  • 心理 —— 焦虑、抑郁、孤独、低自我价值。游戏往往不是问题本身,而是问题的止痛药
  • 社会 —— 学业压力、霸凌、家庭冲突、移民适应、缺少线下友谊。游戏世界里有现实没有给他的:胜任感、归属感、被尊重。

我觉得最有用的问题不是"为什么成瘾?",而是"为什么痛?"一个感到自己有能力、有连结、有盼望的年轻人,很少需要住在游戏里。

四、热爱游戏 ≠ 游戏成瘾

说句公道话:绝大多数玩游戏的人 —— 包括玩很多的青少年 —— 并没有成瘾。游戏是爱好、社交空间和文化。与其紧盯时长,不如观察这些模式:

压力大的季节出现一两项,很常见。大多数项目、大多数时候、持续几个月 —— 那就是寻求帮助的时候了。

五、什么才真正有帮助

知识点

与烟酒毒品不同,现代生活无法完全切断屏幕 —— 所以治疗目标通常不是"永远戒断",而是重新拿回控制权:辅导(常用认知行为疗法和动机式访谈)、重建线下生活、处理底层的焦虑或抑郁、让家庭参与进来。改变也是分阶段的 —— 对还不觉得有问题的人,和对已经准备行动的人,谈话方式完全不同。对仍在否认期的人强推"行动",通常适得其反。

给家长和配偶,三句我反复回到的话:

信仰的话

奥古斯丁祷告说:"祢为自己造了我们,我们的心若不安息在祢里面,便不得安宁。"成瘾的根处,是一颗不安的心,在一个装不下它的东西里寻找安慰、逃避和奖赏。答案不是羞辱 —— 羞辱只会喂养循环。答案是恩典:一段有耐心、够诚实的路,走回真实的连结 —— 与人,也与神。

"他医好伤心的人,裹好他们的伤处。" —— 诗篇 147:3

本文为一般性教育资讯,不构成诊断。如果游戏行为已危及安全、学业或心理健康,请寻求专业评估。

Worried about your own gaming, or someone you love? The first 15-minute conversation is free and confidential — in English, Mandarin or Cantonese.

为自己或所爱之人的游戏问题担忧?初次 15 分钟倾谈免费、保密 —— 可用国语、粤语或英语。

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