The prevalence of problematic video gamers in the Netherlands

M.C. Haagsma, M.E. Pieterse, O. Peters

Research output: Contribution to JournalArticleAcademicpeer-review


This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits. © 2012, Mary Ann Liebert, Inc.
Original languageEnglish
Pages (from-to)162-168
Number of pages7
JournalCyberpsychology, Behavior, and Social Networking
Issue number3
Publication statusPublished - 2012


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