Health · Mental Health · 6 hrs ago
Study says gaming disorder tools may overlook women players
Researchers at the University of Geneva interviewed seven women aged 21 to 26 who played video games for at least 10 hours a week.
They found that participants often preferred story-based or immersive games, such as role-playing, simulation and puzzle games, rather than competitive games.
Many did not see themselves as gamers, partly because they associated that label with competitive online play.
Some said gaming helped them cope with stress or anxiety, but that reliance could also become harmful.
The researchers say screening tools shaped largely by men’s gaming experiences may miss emotional coping and make it harder to identify women who need help.
Participants also described sexism while gaming online and concerns about being judged by therapists or finding support services that felt male-centered.
The study’s findings could help shape prevention and treatment approaches that better account for women’s experiences.
A University of Geneva study says conventional tools for identifying gaming disorder may overlook women players.
The study found that participants tended to favor immersive games and were less likely to identify with the traditional image of a gamer.
Participants said gaming could help them cope with anxiety, stress or emotional distress, but could also contribute to gaming disorder.
The researchers said screening tools focus on social conflict and competition while overlooking emotional regulation.
The study also identified barriers to seeking help, including fear of judgment and the perception that support services are male-centered.
- Who
- Researchers at the University of Geneva studied seven women who play video games.
- What
- The study examined women’s gaming experiences and how conventional tools may overlook signs of gaming disorder.
- When
- The article was published on 2026-10-12. The study date is not stated.
- Where
- The study was conducted by the University of Geneva; participants’ locations are not stated.
- Why
- The researchers aimed to better identify women at risk and inform prevention and support strategies.
This story does not have two clearly opposing sides.
The World Health Organization recognized gaming disorder and included it in the International Classification of Diseases.
The University of Geneva study’s findings were published in European Psychiatry.
- Study participants
- Seven people: six cisgender and one transgender
- Participants’ ages
- 21 to 26
- Gaming time
- At least ten hours a week
- Gaming disorder prevalence
- Estimated to affect around 3% of people who play video games
- Study lead
- Sophia Achab, University of Geneva
What people are saying
Our first finding is that these women generally do not identify as gamers.
Current screening tools focus on social conflict and competition - the 'masculine' dimensions of gaming - while overlooking emotional regulation.









