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Gaming Addiction Scale for Adolescents (GASA) Test

Take the online Gaming Addiction Scale for Adolescents (GASA) Test - AI psychologist FreudlyYou can take Gaming Addiction Scale for Adolescents (GASA) Test here. Online version of a simple and accurate psychological test with interpretation.en
This brief self-report questionnaire, the Gaming Addiction Scale for Adolescents (GASA) Test, presents seven questions about gaming-related thoughts, behavior, and consequences. It takes about two minutes and helps respondents recognize patterns such as preoccupation, loss of control, escape, conflict, and neglected activities for more focused self-reflection.
Questions: 72 minutes
Gaming Addiction Scale for Adolescents: agreement scale card
October 2, 2025October 2, 2025Material has been updatedOctober 2, 2025Material has been published
32,350 views
2,869 completions
2,289 likes
Daniel HallPsychologist · Test reviewer
2,289 likes
Scale Explorer

How the Scales are Structured

Total ScoreTS
This scale sums the severity of gaming addiction-related symptoms across all GASA items.
example score32/35
32/35Highexample score
7 – 17Low
18 – 26Moderate
27 – 35High
A score of 32 falls in the High range, indicating a high level of reported gaming addiction symptom severity on this screening scale.
Polythetic ModelPM
Measures how many of the 7 gaming-addiction indicators are endorsed at least sometimes under the polythetic screening model.
example score4/7
4/7Elevated riskexample score
0 – 3Low risk
4 – 7Elevated risk
A score of 4 indicates endorsement of four indicators, placing the result in the elevated-risk range for this polythetic screening model.
Monothetic ModelMM
Measures the number of GASA addiction indicators endorsed as occurring often or very often under the monothetic screening model.
example score4/7
4/7Elevated riskexample score
0 – 3Low risk
4 – 7Elevated risk
A score of 4 indicates endorsement of 4 of 7 indicators at an often/very often level, placing the result in the elevated-risk range on this model.
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DATA-BASED USER COHORTS

Who Usually Takes This Test?

Concerned parents of teens
44%OF USERS
Parents use it to quickly check whether a teen’s gaming is starting to affect mood, school, sleep, or family life.
School counselors and psychologists
33%OF USERS
School staff screen students to spot those who may need support for gaming-related problems with learning, behavior, or social life.
Clinicians and researchers
23%OF USERS
Mental health professionals and study teams use it as a brief, standardized tool to identify elevated risk and plan next steps.
BASED ON AGGREGATED, ANONYMIZED DATA FROM TENS OF THOUSANDS OF FREUDLY USERS.
Benchmarking

See How You Compare

Once you complete the test, your results are compared with real-world data from people in your country.
Below is a preview of how scores are typically distributed across each scale.
Shaded area — where most people score
Dot — the average
You — your score lands on each curve after the test— your score, after the test
Points ScoredPS
You?
Average16.1
Typical rangeTypical11.4 – 20.7
Possible7 – 35
Polythetic ModelPM
You?
Average3.1
Typical rangeTypical2.1 – 4.1
Possible0 – 7
Monothetic ModelMM
You?
Average3.2
Typical rangeTypical2.2 – 4.2
Possible0 – 7
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SAMPLE QUESTIONS

Example Questions From the Test

Please read the questions and select the response that best reflects what has occurred for you over the past 6 months.
    • Never
    • Rarely
    • Sometimes
    • Often
    • Very often
    • Never
    • Rarely
    • Sometimes
    • Often
    • Very often
    • Never
    • Rarely
    • Sometimes
    • Often
    • Very often
WHAT THE TEST MEASURES

Gaming Addiction Scale for Adolescents (GASA) Test - Description and methodology of the test

addiction
cyberpsychology
computer addiction
computer games

For adolescents and the adults helping them understand gaming habits, the Gaming Addiction Scale for Adolescents (GASA) Test offers a focused way to examine whether play has become difficult to regulate or has begun to interfere with daily life. This adolescent gaming addiction scale organizes reflection around attention, control, mood, relationships, and important activities. The result is a structured profile of reported gaming-related experiences, not an explanation of why they occur.

What This Assessment Explores

Questions cover preoccupation, playing longer than intended, escape, discomfort when gaming is unavailable, conflict, and neglected important activities. As a gaming addiction test for adolescents, it connects internal experiences with effects on school, activities, and relationships, while leaving causes and context open for further reflection.

Higher total scores may indicate a greater propensity for gaming addiction. Results are shown in three views:

  • Total Score (7-35) reflects overall symptom severity, with Low (7-17), Moderate (18-26), and High (27-35) bands.
  • Polythetic Model (0-7) applies the more sensitive rule; four or more Sometimes, Often, or Very often responses fall in Elevated risk (4-7), while 0-3 is Low risk.
  • Monothetic Model (0-7) applies the more specific rule; four or more Often or Very often responses fall in Elevated risk (4-7), while 0-3 is Low risk.

Methodology and Evidence Base

The first item sets a six-month reference period, and the items use five ordered choices: Never, Rarely, Sometimes, Often, and Very often. The total view summarizes responses on its displayed scale. The two model views instead apply their respective frequency criteria, so the same answers can be summarized in different ways.

Conceptually, this video game addiction questionnaire is consistent with Game Addiction Scale for Adolescents (Lemmens et al., 2009), the closest named instrument for its themes, but it should not be presented as a direct adaptation of that published scale. Brunborg et al. (2015) examined how core and peripheral criteria function in the adolescent measure. André et al. (2022) supplied later psychometric evidence concerning gaming patterns, gender differences, and ADHD. These studies support the conceptual context, not standardized norms for this online version.

The polythetic rule is more sensitive and is suited to population-based studies; the monothetic rule is more specific and is intended to reduce overdiagnosis in clinical practice. Recall, self-awareness, current stress, and willingness to disclose consequences can shape self-report answers, so the result is best interpreted alongside the adolescent’s wider circumstances.

Author: Kimberly S. Young, Mark D. Griffiths
Literature:
  • Lemmens, Jeroen S., Patti M. Valkenburg, and Jochen Peter. "Development and Validation of a Game Addiction Scale for Adolescents." Media Psychology 12(1) (2009): 77-95. 10.1080/15213260802669458
  • Brunborg, Geir Scott, Daniel Hanss, Rune Aune Mentzoni, and Ståle Pallesen. "Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents." Cyberpsychology, Behavior, and Social Networking 18(5) (2015): 280-285. 10.1089/cyber.2014.0509
  • André, Frida, Ingrid Munck, Anders Håkansson, and Emma Claesdotter-Knutsson. "Game Addiction Scale for Adolescents-Psychometric Analyses of Gaming Behavior, Gender Differences and ADHD." Frontiers in Psychiatry 13 (2022): 791254. 10.3389/fpsyt.2022.791254

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