This article has been reviewed according to Science X's editorial process and policies. Editors have highlighted the following attributes while ensuring the content's credibility: Nearly 8 out of every 10 people at risk of gaming disorder have experienced overspending or financial harm due to their habit, an international study led by University of Queensland researchers found. The research, involving adult gamers from Australia, China, Indonesia, the Netherlands and the United States, examined whether a higher risk of gaming disorder was associated with perceived financial harm from gaming-related spending.
The study is published in the Journal of Behavioral Addictions. Ph.D. candidate Benjamin Johnson from UQ's National Center for Youth Substance Use Research (NCYSUR) said people at higher risk of gaming disorder were nearly 8 times more likely to experience financial harm and 5 times more likely to overspend on games than lower-risk gamers. "Gaming-related financial harm is not just about spending a little too much on your hobby," Johnson said.
"For some players, it means unpaid bills, debt, borrowing money or being unable to afford essentials such as food and power. "While financial harm is most common among people at higher risk of gaming disorder, it is not confined to that group. "Many lower-risk players also reported overspending (42.6%), while about 30% reported financial strain." Overspending was defined as spending more than intended, while financial harm included consequences such as debt and difficulty paying essential living expenses.
Gaming disorder involves a persistent pattern of gaming that causes significant disruption or harm in everyday life. Study co-author Associate Professor Janni Leung from UQ's NCYSUR said there was a need for greater awareness about gaming-related financial harm and stronger consumer protections across the broader in-game purchasing environment. "Game spending should be designed with consumer well-being in mind," she said.
"Clearer safeguards, better spending controls and greater awareness can help prevent financial harm before it escalates." Gaming-related financial harm was reported by 49.5% of Indonesian participants, 41.4% of Chinese participants and 30.5% of Australian participants. Overspending was reported across all countries, with China at 63.3% and Indonesia at 59.2%, compared with 37.4% in Australia. "Higher reported financial harm in China and Indonesia may reflect differences in economic circumstances, gaming markets and the ways game developers generate revenue, including through microtransactions and loot boxes," Johnson said.
Participants ages 18 to 25 reported higher levels of financial harm linked to gaming, while 56.3% of participants ages 26 to 40 reported overspending. Although male participants reported more overspending, financial harm did not differ significantly between genders. Benjamin Johnson et al, Financial harms of regular gaming: Cross-national evidence from the international gaming survey, Journal of Behavioral Addictions (2026).
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