Doç. Dr. Mehtap Eroğlu
Doç. Dr. Mehtap Eroğlu

Computer Game Addiction in Children

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Doç. Dr. Mehtap Eroğlu
Last updated: October 16, 2026
Computer Game Addiction in Children

Gaming time alone is not the criterion; what matters is loss of functioning. Why games are designed to engage, the conditions beneath, and limits families can apply.

The anger that erupts when you say "turn the game off" looks like a behavioural problem. Usually it is not.

Most children play games, and that is normal. Gaming provides socialising, a sense of achievement and relaxation. The problem arises at the point where gaming begins to replace everything else: sleep, school, friendships and family relationships recede.

This article sets out the line between ordinary gaming and gaming disorder, why games are designed to be so engaging, and what families can do that works better than switching the screen off.

Key Points

  • Duration alone is not the criterion; loss of functioning is what matters.
  • Gaming disorder is a defined condition in the World Health Organization's classification.
  • In most cases gaming is not the primary problem but a way of coping with an underlying difficulty.
  • A sudden, total ban generally does not work; a graduated limit built through negotiation lasts.
  • When screen time happens matters more than how much of it there is.
  • What matters is not stopping gaming entirely but what is put in its place.

When Does Gaming Become a Problem?

In the World Health Organization's definition, gaming disorder has three core criteria:

  • Loss of control over gaming: being unable to decide when to start and how long to continue
  • Gaming taking precedence over other areas of life: school, sleep, meals, friendships and family relationships falling into the background
  • Continuation despite negative consequences: carrying on despite falling grades, disturbed sleep and conflict

This pattern is expected to cause marked loss of functioning and generally to persist for twelve months. Where symptoms are very severe, that period may be shorter.

Why Is Duration Not a Criterion on Its Own?

An adolescent who plays three hours a day, is doing well at school, sees friends and sleeps regularly is not in the same picture as a child who plays an hour and a half but gets up secretly at midnight, whose grades are falling and who has withdrawn from friends.

The question families ask most often is "how many hours a day is normal?". The more useful question is this: what is gaming replacing?

Warning Signs

  • No remaining interest in anything other than gaming
  • Severe anger, aggression or crying when gaming is interrupted
  • Getting up secretly at night to play, marked shortening of sleep
  • A continuous decline in school performance
  • Face-to-face friendships replaced entirely by online relationships
  • Lying about how long they have played
  • Skipping meals, deterioration in personal care
  • In-game spending without the family's permission

Why Are Games So Engaging?

Answering this with "the child lacks willpower" is wrong. Modern games are designed to sustain attention and the wish to continue.

Variable reward: Uncertainty about when a reward will come produces a far stronger effect on continuation than a fixed reward. Loot box and rare-drop mechanics rest on this principle.

Daily tasks and fear of breaking a streak: Systems that reward logging in every day, and impose a loss for not doing so, tie the child to a calendar.

Social obligation: In team games the child feels responsible not only to themselves but to their friends. "I can't leave now, I'd be abandoning the team" is genuine social pressure.

No end point: Unlike a game with an ending, online games continually add new content; there is no natural stopping point.

A sense of loss: Closing mid-game can mean the loss of unsaved effort for the child. "Five more minutes" is often a real match duration.

Knowing these design features helps families be more realistic when setting limits. Saying "you'll stop when the match ends" instead of "turn it off now" is both workable and reduces conflict.

What Lies Beneath?

In a substantial proportion of clinical referrals, gaming is not the primary problem. Gaming is a way of coping with another difficulty, and stopping the gaming alone does not resolve the picture.

Attention deficit hyperactivity disorder: Because games provide immediate feedback and high stimulation, they are particularly engaging for children with ADHD. Such a child can concentrate for hours in a game but cannot sit still for five minutes over homework; this is not a contradiction but a typical presentation of ADHD.

Social anxiety: For a child who struggles in face-to-face relationships, the online environment is safer. Here gaming is a means of avoidance, and while avoidance continues, social skills do not develop.

Depression: In an adolescent experiencing loss of interest and withdrawal, gaming can become the only source of pleasure that requires no effort.

Learning disorder: A child who experiences continual failure at school turns to the one area where they feel competent. Here gaming is not an escape but what keeps self-esteem standing.

Peer bullying: For a child excluded at school, an online community provides a genuine sense of belonging.

The purpose of assessment is therefore not only to measure gaming time but to understand what gaming does for the child.

Approach by Age

Preschool (3-6)

At this age gaming time should be kept short and the content should be entirely the family's choice. Playing together rather than alone allows both sight of the content and a natural limit on duration.

The most common problem in this period is using the screen as a calming device. A child given a tablet at every moment of distress loses the opportunity to develop the ability to settle themselves. That ability forms the basis of anger control in later years.

Primary School (7-11)

This is the period for rules that are clear, written down and predictable. Which days, which hours and how long can be decided in advance and posted somewhere visible.

At this age the move to online games begins and contact with strangers arises. Reviewing voice chat settings, and explaining that personal information must not be shared with people they do not know, belongs to this period.

Adolescence

This is the period in which unilateral rule-setting works least. An adolescent will not follow a limit whose reason they do not understand; when they do understand it, they can usually construct their own regulation.

The more functional approach at this age is to talk about outcomes rather than hours: if sleep, school and responsibilities are in order, duration becomes secondary by itself. When these break down, the discussion proceeds not through "how many hours" but through "what are you missing".

What Families Can Do

A Graduated Limit Rather Than a Sudden Ban

A total, sudden ban does not work in most families. It leads to secret play, lying and severe conflict. The more useful route is to reduce time gradually and to set the limit together.

The child taking part in the decision markedly increases how sustainable the limit is. Unilaterally shutting down a fifteen-year-old's game usually turns into a power struggle.

Regulate the Timing, Not the Duration

Which hours gaming happens in is more decisive than how long it lasts.

  • No gaming in the hour before bed — this directly affects sleep quality
  • Not starting before homework and responsibilities are finished
  • No screens at mealtimes
  • The device not being in the bedroom at night

The last is the most resisted and the most effective. As long as the device stays in the room at night, a sleep routine cannot be established.

Recognise the Natural Stopping Point

There is a large difference between "turn it off now" and "turn it off when this match ends". Knowing the structure of the game removes most unnecessary conflict. Giving a five-minute warning serves the same purpose.

What Will You Put in Its Place?

If the gap left by reduced gaming time is not filled, the time returns quickly. Sport, music, a shared activity or seeing friends face to face should fill that gap.

Where the game has a social function in particular, what replaces it also needs to be social; a solitary activity does not meet the same need.

Know the Game

Knowing what your child plays matters for both safety and the relationship. Who they play with, who is in the voice chat, and whether there is in-game spending should all be known.

An attitude that condemns the game entirely causes the child to close down. Showing interest does not weaken your right to set limits; it strengthens it.

Your Own Screen Use

A screen rule set by a parent who looks at their phone during meals is not credible. A rule that applies to everyone in the house is more sustainable.

In-Game Spending

Loot boxes and in-game currency systems can cause both financial and psychological problems for children. Built on uncertainty of reward, these mechanics carry a gambling-like pattern.

Concrete measures to take:

  • Not leaving payment methods saved on the device
  • Requiring a password for purchases
  • Where spending is allowed, limiting it to a gift card
  • Where spending has been concealed, treating this as a matter for discussion rather than punishment

Gaming and Sleep

In referrals for gaming addiction in Ankara, sleep is the area most frequently disrupted, and this usually begins earlier than families notice.

Two separate mechanisms operate. The first is duration: playing late into the night directly shortens sleep. The second, less widely known, is arousal; a child who goes to bed immediately after a competitive game is mentally awake even when physically tired. Light emitted by the screen also delays the transition to sleep.

The result is a cycle: a child who sleeps little is more restless and less able to concentrate during the day, struggles at school, and takes refuge in gaming again in the evening. Without breaking this cycle, regulating duration does not last.

Three workable rules are these: gaming finishing at least an hour before bed, the device not being in the bedroom at night, and the difference between weekday and weekend waking times not exceeding two hours.

For the general framework of sleep problems in children, see our sleep disorders guide.

Siblings and Balance at Home

Gaming rules concern not only the child who plays but the whole household. If a limit set for one child has no visible counterpart for the others, the rule is perceived as unfair and becomes hard to apply.

Establishing a shared framework helps: rules such as no screens at mealtimes, no devices in bedrooms and screens off in the house after a certain hour do not become personal when they apply to everyone.

A younger sibling watching the older one's game is a separate matter. A younger child watching age-restricted content can be as influential as playing it directly; this distinction matters particularly with violent content.

When Should a Specialist Be Consulted?

Consulting a child and adolescent psychiatrist is advised in the following situations:

  • School absence or a marked and continuing decline in performance
  • Disrupted sleep, playing secretly at night
  • Harm to self or others when gaming is interrupted
  • Complete withdrawal from friends and all activities
  • Depressive symptoms, expressions of hopelessness
  • Limits set by the family proving impossible to apply in any form for months
  • Taking no pleasure in anything other than gaming

What Happens in the Assessment?

The assessment addresses not only gaming time but the function of gaming. In Assoc. Prof. Mehtap Eroglu's approach, accompanying conditions are screened for first: attention deficit, social anxiety, depression and learning disorder.

Daily structure is then mapped in detail: sleep times, school attendance, face-to-face social contact, activities maintained outside gaming. The limits the family has already tried, and why they did not work, are also part of the process.

Treatment

At the centre of treatment are a cognitive behavioural approach and parent counselling. The work with the child addresses impulse control, alternative ways of coping and time management. The work with the family is built on setting workable limits and reducing conflict.

Where there is an accompanying condition, the real treatment is directed at it. Without treating attention deficit, lastingly reducing gaming time is usually not possible.

Expert Opinion

According to Assoc. Prof. Mehtap Eroglu, the mistake families make most often is declaring gaming the enemy in itself. For most children gaming is a source of socialising and a sense of achievement; removing it entirely leaves those needs unmet and escalates conflict.

The second common mistake is setting the limit during a crisis. A rule set in the middle of an anger outburst cannot be applied. Limits should be discussed at a calm time and with the child's participation.

Assoc. Prof. Mehtap Eroglu also emphasises that where a child's gaming time increases markedly, what has changed in their life should be examined first. A change of school, the loss of a friend, tension in the family or an unrecognised learning disorder frequently lies behind such an increase. Gaming here is the symptom, not the cause itself.

Assoc. Prof. Mehtap Eroglu draws attention to one final point: the drawback of using gaming solely as a means of reward and punishment. Cutting gaming off for every piece of unwanted behaviour makes it more valuable in the child's eyes and establishes a bargaining relationship revolving around earning time. When gaming time is treated as a planned part of the day rather than as payment for behaviour, conflict decreases.

Assessment and Appointment Process in Ankara

Most referrals for gaming addiction in Ankara occur at the point where conflict between family and adolescent has become unbearable. A common situation in the first consultation is therefore that the two sides present opposing accounts: the family describes the duration as excessive, the adolescent as unproblematic.

In the assessment conducted by Assoc. Prof. Mehtap Eroglu in Ankara, measurable data is therefore used: the device's screen time record, the school attendance sheet and sleep times. Moving the discussion off the level of perception and onto concrete ground allows family and adolescent to look at the same picture.

A subject families in Ankara often raise is whether gaming should be banned altogether. Clinical experience shows that a total ban results in concealed use and loss of trust. The aim is to rescale the place gaming occupies in life.

Another point families in Ankara raise is the tension created by different rules for different siblings. Applying the same rule to siblings of differing ages is often not possible; here, explaining clearly why the rule differs reduces the perception of unfairness.

What families in Ankara find useful to bring: the weekly screen time report from the device, the school report and attendance record, and a one-week sleep record.

If you would like to arrange an assessment of your child's gaming in Ankara, you can find information about the child psychiatry service and request an appointment.

In Summary

Gaming is not a problem in itself; the problem is gaming beginning to take the place of sleep, school and relationships. The criterion is not duration but loss of functioning.

Games are designed to sustain engagement; knowing this helps families set more realistic and workable limits. A sudden, total ban generally leads to concealed use.

In a substantial proportion of referrals gaming is not the primary problem. Where attention deficit, social anxiety, depression or a learning disorder lies beneath, the real treatment is directed at that.

For the general framework of screen use see our digital addiction and screen time guide, and for day-to-day practice our practical guide to screen addiction.

Frequently Asked Questions

Günde kaç saat oyun normal sayılır?

Tek bir saat sınırı yoktur; süre tek başına ölçüt değildir. Belirleyici olan işlevsellik: çocuk okula gidiyor mu, uykusu yeterli mi, yüz yüze arkadaşlıkları sürüyor mu, oyun dışında keyif aldığı bir etkinlik var mı. Bunlar yerindeyse süre ikincil hâle gelir; bozulduğunda ise asıl konuşulması gereken bunlardır.

Oyun oynama bozukluğu gerçek bir tanı mı?

Evet. Dünya Sağlık Örgütü'nün sınıflandırmasında tanımlıdır. Üç ölçütü vardır: oyun üzerindeki kontrolün kaybı, oyunun diğer yaşam alanlarının önüne geçmesi ve olumsuz sonuçlara rağmen sürdürme. Belirgin işlevsellik kaybına yol açması ve genellikle on iki ay sürmesi beklenir.

Oyunu tamamen yasaklamalı mıyım?

Ani ve tam yasak çoğu ailede işe yaramaz; gizli oynamaya, yalana ve güven kaybına yol açar. Daha işe yarar yol süreyi kademeli azaltmak ve sınırı çocuğun katılımıyla belirlemektir. Hedef oyunu ortadan kaldırmak değil, yaşamdaki yerini yeniden ölçeklendirmektir.

Çocuğum oyunda saatlerce odaklanıyor ama ödevde duramıyor, çelişki değil mi?

Hayır, bu dikkat eksikliği ve hiperaktivite bozukluğunun tipik görünümüdür. Oyunlar anlık geri bildirim ve yüksek uyaran sağlar; ödev sağlamaz. DEHB'de sorun dikkatin yokluğu değil, düşük uyaranlı görevlerde sürdürülememesidir. Bu çocuklarda oyun süresini kalıcı azaltmak, DEHB tedavi edilmeden çoğu zaman mümkün olmaz.

Oyunu kapattığımda neden bu kadar öfkeleniyor?

İki nedeni var. Birincisi oyunun yapısı: çevrimiçi oyunlarda doğal bir durma noktası yoktur ve ortada kapatmak kaydedilmemiş emeğin kaybı anlamına gelebilir. İkincisi sosyal yükümlülük: takım oyununda çıkmak arkadaşları bırakmak demektir. 'Maç bitince kapat' demek ve beş dakikalık uyarı vermek çatışmanın çoğunu ortadan kaldırır.

En etkili sınır hangisi?

Cihazın gece yatak odasında bulunmaması. En çok direnç gören ama en etkili olan kuraldır. Cihaz odada kaldığı sürece uyku düzeni kurulamaz; uyku bozuldukça gündüz huzursuzluk ve dikkat dağınıklığı artar, akşam yeniden oyuna sığınılır. Bu döngü kırılmadan süre düzenlemesi kalıcı olmaz.

Kutu açma ve oyun içi harcamalar zararlı mı?

Bu mekanikler ödülün belirsizliği üzerine kuruludur ve kumar benzeri bir örüntü taşır. Alınacak önlemler: ödeme yöntemlerini cihazda kayıtlı bırakmamak, satın alma için şifre zorunluluğu tanımlamak, harcamayı hediye kartıyla sınırlamak. Harcama gizlenmişse bunu ceza değil konuşma konusu yapmak daha işlevseldir.

Ne zaman uzmana başvurmalıyım?

Okul devamsızlığı ya da başarıda sürekli düşüş, uyku düzeninin bozulması ve gece gizlice oynama, oyun engellendiğinde kendine veya başkasına zarar verme, arkadaşlardan tam çekilme, depresif belirtiler ve umutsuzluk ifadeleri varsa bir çocuk ve ergen psikiyatristine başvurulmalıdır.

Oyun süresini azaltınca ne olacak?

Ortaya çıkan boşluk doldurulmazsa süre kısa sürede geri gelir. Yerine konulan şeyin, oyunun karşıladığı ihtiyacı karşılaması gerekir. Oyun çocuk için sosyalleşme aracıysa, yerine konulan etkinliğin de sosyal olması gerekir; yalnız yapılan bir uğraş aynı boşluğu doldurmaz.

Oyun süresi aniden arttıysa ne düşünmeliyim?

Önce yaşamında ne değiştiğine bakın. Okul değişikliği, arkadaş kaybı, akran zorbalığı, ailedeki bir gerginlik ya da fark edilmemiş bir öğrenme güçlüğü sıklıkla bu artışın arkasındadır. Bu durumda oyun belirtidir, nedenin kendisi değildir; yalnızca süreyi kısmak sorunu çözmez.

References

  1. World Health Organization (2019). ICD-11 for Mortality and Morbidity Statistics: Gaming Disorder (6C51). Geneva: WHO.
  2. American Psychiatric Association (2013). Internet Gaming Disorder. In: Diagnostic and Statistical Manual of Mental Disorders (5th ed.), Section III. Washington DC: APA.
  3. Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global Prevalence of Gaming Disorder: A Systematic Review and Meta-Analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553-568.
  4. Gentile, D. A., Choo, H., Liau, A., et al. (2011). Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study. Pediatrics, 127(2), e319-e329.
  5. King, D. L., Delfabbro, P. H., Perales, J. C., et al. (2019). Maladaptive Player-Game Relationships in Problematic Gaming and Gaming Disorder: A Systematic Review. Clinical Psychology Review, 73, 101777.
  6. Drummond, A., & Sauer, J. D. (2018). Video Game Loot Boxes Are Psychologically Akin to Gambling. Nature Human Behaviour, 2(8), 530-532.
  7. Ferguson, C. J., & Ceranoglu, T. A. (2014). Attention Problems and Pathological Gaming: Resolving the 'Chicken and Egg' in a Prospective Analysis. Psychiatric Quarterly, 85(1), 103-110.
  8. Council on Communications and Media (2016). Media Use in School-Aged Children and Adolescents. Pediatrics, 138(5), e20162592.
  9. Hale, L., & Guan, S. (2015). Screen Time and Sleep Among School-Aged Children and Adolescents: A Systematic Literature Review. Sleep Medicine Reviews, 21, 50-58.

This article is for general information and does not replace an individual medical evaluation. If you are concerned about your child, please consult a child and adolescent psychiatrist. In an emergency call 112.

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Doç. Dr. Mehtap Eroğlu

Doç. Dr. Mehtap Eroğlu

Associate Professor, Child and Adolescent Psychiatrist. Completed her specialty training in child and adolescent psychiatry at Ankara University. Over 15 years of clinical experience.

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