Gaming Addiction Assessment Test

Understand whether gaming is a habit or an addiction in about 5 minutes. Get clear, fast insights into virtual attachment and actionable next steps for healthier balance.
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Questions245 minutes
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08:30
October 2, 2025
October 2, 2025
Material has been updated
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Scale Explorer
How the Scales are Structured
example score
84/120
Gaming Addiction (GA)
Measures the overall severity of problematic involvement in online gaming and attachment to the virtual environment.
Low
Moderate
High
2455Low5687Moderate88120High
A score of 84 falls in the Moderate range, suggesting noticeable signs of problematic gaming involvement that may be affecting daily life and relationships.
example score
19/30
Physical Symptoms (PS)
Assesses the intensity of physical signs associated with problematic gaming involvement, such as sleep disruption and fatigue.
Low
Moderate
High
613Low1422Moderate2330High
A score of 19 falls in the Moderate range, suggesting noticeable but not extreme physical strain (e.g., sleep disturbance or fatigue) linked to gaming patterns.
example score
9/15
Behavioral (B)
Measures the degree of behavioral engagement in gaming and readiness to interact with the game world.
Low engagement
Moderate engagement
High engagement
36Low engagement711Moderate engagement1215High engagement
A score of 9 indicates moderate behavioral engagement, suggesting regular involvement in gaming with a noticeable readiness to interact with the game world.
example score
6/15
Cognitive (C)
Assesses interest in gameplay and the tendency to seek out information about the game.
Low
Moderate
High
37Low811Moderate1215High
A score of 6 falls in the Low range, suggesting relatively limited interest in gameplay and infrequent information-seeking about the game.
example score
13/15
Emotional (E)
Measures the emotional tone of gaming and the degree of pleasure derived from playing.
Low pleasure
Moderate pleasure
High pleasure
37Low pleasure811Moderate pleasure1215High pleasure
A score of 13 indicates a predominantly positive emotional tone during gaming and strong enjoyment from playing.
example score
15/45
Attitudes Toward Gaming (ATG)
Assesses the emotional, cognitive, and behavioral importance of gaming in the respondent’s life.
Low importance
Moderate importance
High importance
920Low importance2133Moderate importance3445High importance
A score of 15 falls in the Low importance range, suggesting gaming is generally not a central focus of the respondent’s emotions, thoughts, or daily behavior.
example score
10/15
Power (P)
Measures the tendency to seek dominance and control in interpersonal interactions, which in gaming can appear as striving for leadership and influence over others.
Low
Moderate
High
37Low811Moderate1215High
A score of 10 falls in the Moderate range, suggesting a balanced but noticeable preference for taking charge or leading, including in online gaming contexts.
example score
13/15
Susceptibility to Others' Opinions (StOO)
Assesses how strongly the respondent’s behavior and self-evaluation depend on the opinions and expectations of other people or the gaming group.
Low referentiality
Moderate referentiality
High referentiality
37Low referentiality811Moderate referentiality1215High referentiality
A score of 13 indicates high referentiality, suggesting that others’ opinions—potentially including the gaming community—may strongly influence the respondent’s gaming-related choices.
example score
7/15
Attraction (A)
Measures how attractive and personally significant other people are to the respondent, reflecting patterns of social connection relevant to gaming involvement.
Low
Moderate
High
37Low811Moderate1215High
A score of 7 falls in the Low range, suggesting other people are perceived as less attractive or significant as social partners, which may be associated with weaker pull toward real-world connections in the gaming context.
example score
18/45
Interpersonal Relationships (IR)
Assesses how much a person’s significant interactions and emotional support shift from real-life relationships into the gaming environment.
Low shift to gaming
Moderate shift to gaming
High shift to gaming
921Low shift to gaming2233Moderate shift to gaming3445High shift to gaming
A score of 18 falls in the Low shift to gaming range, suggesting relatively preserved real-life communication with limited reliance on gaming relationships for significant support.
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DATA-BASED USER COHORTS
Who Usually Takes This Test?
Concerned heavy gamers
41%OF USERS
People who spend many hours gaming and want a quick check on whether play is starting to replace real-life relationships and responsibilities.
Parents and partners
34%OF USERS
Family members or partners worried that a loved one is withdrawing into games and using virtual connections instead of real support.
Psychologists and counselors
25%OF USERS
Mental health professionals using a fast screening tool to understand gaming involvement and plan focused work on relationships and balance.
BASED ON AGGREGATED, ANONYMIZED DATA FROM TENS OF THOUSANDS OF FREUDLY USERS.
RESULTS YOU CAN ACTUALLY USE
What You’ll See After You Finish the Test
Scale Results
— Explained Clearly
Your scores across each test scale, translated into plain, usable insights. Not just numbers, but what they actually mean for your daily life, emotional state, and overall well-being.
AI-Powered
Interpretation
A structured, clinically grounded explanation. Our AI analyzes patterns and relationships between scales to provide a coherent interpretation — without alarmist language.
Statistical
Comparison
See how you compare to others. Your scores are placed in a statistical context, showing percentiles and trends based on anonymized platform data to help you understand what`s typical.
Practical
Recommendations
Actionable guidance tailored to your profile. Receive clear, realistic suggestions you can apply immediately — focused on coping, self-regulation, and realistic next steps.
AI-Detected
Insights
Key patterns you might not notice on your own. Surfacing subtle connections in your responses that help you better understand what may be driving your current results.
Discuss with
an AI Psychologist
Clarify, reflect, and explore right away. Talk through your outcomes, ask questions, and explore meanings in a calm, non-diagnostic dialogue environment.
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Used in 52+ countries
Benchmarking
See How You Compare
Once you finish the test, your results will be compared with real-world data from people in your country.
Below is a preview of the benchmarks we use to place your score in context.
Game Addiction (GA)
Average
72.7
Normal range
56.688.8
min.
24
max.
120
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Physical Manifestations (PM)
Average
23
Normal range
18.527.5
min.
6
max.
30
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Behavioral (B)
Average
9.7
Normal range
8.211.2
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Cognitive (C)
Average
8.2
Normal range
6.410.1
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Emotional (E)
Average
8
Normal range
6.59.5
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Attitude toward the game (Attg)
Average
19.1
Normal range
13.224.9
min.
9
max.
45
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Power (P)
Average
7.9
Normal range
6.29.6
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Referentiality (R)
Average
10.8
Normal range
8.812.8
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Attraction (A)
Average
7.9
Normal range
6.39.6
min.
3
max.
15
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
Interpersonal Relationships (IR)
Average
29.5
Normal range
2534
min.
9
max.
45
majority
This curve shows how scores are typically distributed.
Once you complete the test, your result will appear here so you can see where you land.
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CLEAR ANSWERS TO COMMON QUESTIONS
Frequently Asked Questions

Any questions left?

What does this questionnaire measure?
It screens for patterns consistent with problematic online gaming and possible addiction. It also assesses whether gaming functions as a substitute for real-life contact and emotional support.
Who is the questionnaire intended for?
It is intended for adolescents and adults who report difficulty controlling time spent in online games. It may be used in psychological or psychotherapeutic assessment and monitoring.
How long does it take and how many items are included?
Completion typically takes about 5 minutes. The questionnaire includes 24 items.
How should items be answered?
Select the response that best matches typical behavior and experiences over recent weeks. Answer all items and avoid overthinking individual questions.
How are results interpreted and used?
Scores indicate the degree of immersion and loss of control, including reliance on a virtual “significant other.” Results support clinical formulation and intervention planning and do not provide a standalone diagnosis.
WHAT THE TEST MEASURES
About This Assessment
Method for Diagnosing Game Addiction, DGA Test

Gaming Addiction Assessment Test

This measure is designed to screen for problematic patterns of video game use and related impairment. The Gaming Addiction Assessment provides a brief self-report format to support clinical interviewing and case formulation.

The instrument includes 24 items and typically takes about 5 minutes to complete. It may be used with adolescents or adults in outpatient or community settings to quantify symptom severity and identify areas for follow-up.

Items ask respondents to rate behaviors and experiences commonly associated with excessive gaming (e.g., preoccupation, reduced control, and interference with daily functioning). The Gaming Addiction Assessment is attributed to Mark D. Griffiths and is intended to inform, not replace, comprehensive diagnostic evaluation.

Author: Mark D. Griffiths
Literature: King, D. L., Delfabbro, P. H., & Griffiths, M. D. The assessment of Internet gaming disorder: A systematic review. Clinical Psychology Review. 2013.
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