TY - JOUR
T1 - Understanding the interplay between video game design features and dysregulated gaming patterns
T2 - A call to anchor future research directions in interactionist frameworks
AU - Flayelle, Maèva
AU - Andronicos, Mélina
AU - King, Daniel L.
AU - Billieux, Joël
PY - 2025/6
Y1 - 2025/6
N2 - Gaming disorder was officially recognized as an addictive behavior in the 11th revision of the International Classification of Diseases (ICD-11) in 2019. Although substantial attention has been devoted to identifying the individual-level influences and determinants (e.g., personality traits, motivational factors, neurobiological processes), research addressing the contribution of certain design features of games to dysregulated patterns of gaming is still limited. Available evidence suggests that certain game genres — notably Massively Multiplayer Online Role-Playing Games (MMORPGs), shooter games, or real-time strategy/Multiplayer Online Battle Arena (MOBA) games — are associated with greater engagement and symptoms of problematic gaming, thus indicating the relevance of advancing research in this area. An important recent development has been the proposal of cross-genre taxonomies of specific design features of games that promote diminished control over gaming. However, empirical research progress is still emerging. Here, we argue for the importance of examining how certain video game design features may promote dysregulated gaming by investigating, in a multicausal and systematic way, the interplay between player characteristics and potential “addictive” properties of games. We suggest future research directions rooted in an interactionist perspective, including specific study designs. It is crucial that this field of research develops further to inform appropriate and relevant policy, prevention and intervention measures, and to guide the ethical design of video game products and services.
AB - Gaming disorder was officially recognized as an addictive behavior in the 11th revision of the International Classification of Diseases (ICD-11) in 2019. Although substantial attention has been devoted to identifying the individual-level influences and determinants (e.g., personality traits, motivational factors, neurobiological processes), research addressing the contribution of certain design features of games to dysregulated patterns of gaming is still limited. Available evidence suggests that certain game genres — notably Massively Multiplayer Online Role-Playing Games (MMORPGs), shooter games, or real-time strategy/Multiplayer Online Battle Arena (MOBA) games — are associated with greater engagement and symptoms of problematic gaming, thus indicating the relevance of advancing research in this area. An important recent development has been the proposal of cross-genre taxonomies of specific design features of games that promote diminished control over gaming. However, empirical research progress is still emerging. Here, we argue for the importance of examining how certain video game design features may promote dysregulated gaming by investigating, in a multicausal and systematic way, the interplay between player characteristics and potential “addictive” properties of games. We suggest future research directions rooted in an interactionist perspective, including specific study designs. It is crucial that this field of research develops further to inform appropriate and relevant policy, prevention and intervention measures, and to guide the ethical design of video game products and services.
KW - gaming disorder
KW - dysregulated gaming patterns
KW - video game design features
KW - MMORPGs
KW - Massively Multiplayer Online Role-Playing Games
UR - http://www.scopus.com/inward/record.url?scp=105002831407&partnerID=8YFLogxK
U2 - 10.1016/j.abrep.2025.100609
DO - 10.1016/j.abrep.2025.100609
M3 - Review article
AN - SCOPUS:105002831407
SN - 2352-8532
VL - 21
JO - Addictive Behaviors Reports
JF - Addictive Behaviors Reports
M1 - 100609
ER -