Prevalence
The prevalence of Internet gaming disorder is unclear because of the varying question-
naires, criteria and thresholds employed, but it  seems to be highest in Asian countries and
in male adolescents 12–20 years of age. There is an abundance of reports from Asian coun-
tries, especially China and South Korea, bu t fewer from Europe and North America, from
which prevalence estimates are highly variable . The point prevalence in adolescents (ages
15–19 years) in one Asian study using a threshold of five criteria was 8.4% for males and
4.5% for females.
Risk and Prognostic Factors 
Environmental. Computer availability with Internet connection allows access to the
types of games with which Internet gami ng disorder is most often associated.
Genetic and physiological. Adolescent males seem to be at greatest risk of developing
Internet gaming disorder, and it has been sp eculated that Asian environmental and/or ge-
netic background is another risk factor, but this remains unclear.
Functional Consequences of  Internet Gaming Disorder
Internet gaming disorder may lead to school failure, job loss, or marriage failure. The com-
pulsive gaming behavior tends to crowd out normal social, scholastic, and family activities.
Students may show declining grades and eventu ally failure in school. Family responsibil-
ities may be neglected. 
Differential Diagnosis
Excessive use of the Internet not involving playing of online games (e.g., excessive use of
social media, such as Facebook; viewing porn ography online) is not considered analogous