🎮 Video games and psychosis: a link that raises questions

Published by Adrien,
Source: Université Laval
Other Languages: FR, DE, ES, PT

Researchers from Laval University have examined the link between video game addiction and first psychotic episode. Their results show an association that can complicate recovery.

The study originated from a case observed in clinical practice. A patient no longer experienced hallucinations thanks to treatment, but remained unmotivated and isolated. By examining his daily life, doctors discovered a very intensive video gaming habit. This habit seemed to hinder his return to school and resumption of normal activities.


Video gaming can be both a support and an obstacle depending on how it is used.
Credit: Pixabay

To better understand this phenomenon, the researchers followed 284 young adults aged 18 to 35, all receiving care after a first psychotic episode. Their condition was regularly assessed over several months to observe the evolution of their symptoms and habits.

The results show that video game addiction is more frequent in this group than in the general population. About 7% of patients are affected, compared to the usual 3%. Men also seem to be more affected by this problem.

But the interest of the study does not stop at this figure. The researchers observed that this addiction is linked to so-called "negative" symptoms. These include, for example, a lack of motivation, social withdrawal, or difficulty engaging in activities like studies or work.

Concretely, the more invasive the use of video games becomes, the more it can hinder the resumption of a stable daily life. Some people have more difficulty returning to school or considering a professional project. And this situation can worsen over time if nothing is done.

Nevertheless, video games are not solely problematic. The testimonials collected show that they can also help manage anxiety or maintain social connections, particularly online. They can therefore play a positive role if used in a balanced way. The challenge is thus to distinguish beneficial use from excessive use. The researchers emphasize the need to support patients in developing healthier gaming habits, without necessarily eliminating this activity entirely.

This work also paves the way for better screening. The team is currently working to adapt tools that allow for easier identification of video game addiction in people suffering from psychotic disorders. In the long run, this could enable more targeted care. Programs already exist, such as the Virtu-A manual, designed to treat problematic internet use. The goal is now to adapt them to the specific needs of these patients.

By highlighting this still little-explored link, this study reminds us that a mental disorder rarely comes alone. Better understanding these interactions could improve support and promote more sustainable recovery.
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