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Gaming Addiction Assessment Test

Take the online Gaming Addiction Assessment Test - AI psychologist FreudlyYou can take Gaming Addiction Assessment Test here. Online version of a simple and accurate psychological test with interpretation.en
With 24 questions taking about five minutes, the Gaming Addiction Assessment Test explores how gaming may affect your physical wellbeing, thoughts, emotions, routines, and relationships. Your result can highlight overall severity and specific patterns, supporting focused self-reflection and a clearer understanding of your gaming profile.
Questions: 245 minutes
Gaming Addiction Assessment Test: sample question card
October 2, 2025October 2, 2025Material has been updatedOctober 2, 2025Material has been published
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1,831 completion
1,494 likes
Daniel HallPsychologist · Test reviewer
1,494 likes
Scale Explorer

How the Scales are Structured

Physical SymptomsPS
Assesses the intensity of physical signs associated with problematic gaming involvement, such as sleep disruption and fatigue.
example score19/30
19/30Moderateexample score
6 – 13Low
14 – 22Moderate
23 – 30High
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.
BehavioralB
Measures the degree of behavioral engagement in gaming and readiness to interact with the game world.
example score9/15
9/15Moderate engagementexample score
3 – 6Low engagement
7 – 11Moderate engagement
12 – 15High engagement
A score of 9 indicates moderate behavioral engagement, suggesting regular involvement in gaming with a noticeable readiness to interact with the game world.
CognitiveC
Assesses interest in gameplay and the tendency to seek out information about the game.
example score6/15
6/15Lowexample score
3 – 7Low
8 – 11Moderate
12 – 15High
A score of 6 falls in the Low range, suggesting relatively limited interest in gameplay and infrequent information-seeking about the game.
EmotionalE
Measures the emotional tone of gaming and the degree of pleasure derived from playing.
example score13/15
13/15High pleasureexample score
3 – 7Low pleasure
8 – 11Moderate pleasure
12 – 15High pleasure
A score of 13 indicates a predominantly positive emotional tone during gaming and strong enjoyment from playing.
Attitudes Toward GamingATG
Assesses the emotional, cognitive, and behavioral importance of gaming in the respondent’s life.
example score15/45
15/45Low importanceexample score
9 – 20Low importance
21 – 33Moderate importance
34 – 45High 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.
PowerP
Measures the tendency to seek dominance and control in interpersonal interactions, which in gaming can appear as striving for leadership and influence over others.
example score10/15
10/15Moderateexample score
3 – 7Low
8 – 11Moderate
12 – 15High
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.
Susceptibility to Others' OpinionsStOO
Assesses how strongly the respondent’s behavior and self-evaluation depend on the opinions and expectations of other people or the gaming group.
example score13/15
13/15High referentialityexample score
3 – 7Low referentiality
8 – 11Moderate referentiality
12 – 15High 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.
AttractionA
Measures how attractive and personally significant other people are to the respondent, reflecting patterns of social connection relevant to gaming involvement.
example score7/15
7/15Lowexample score
3 – 7Low
8 – 11Moderate
12 – 15High
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.
Interpersonal RelationshipsIR
Assesses how much a person’s significant interactions and emotional support shift from real-life relationships into the gaming environment.
example score18/45
18/45Low shift to gamingexample score
9 – 21Low shift to gaming
22 – 33Moderate shift to gaming
34 – 45High 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.
Gaming AddictionGA
Measures the overall severity of problematic involvement in online gaming and attachment to the virtual environment.
example score84/120
84/120Moderateexample score
24 – 55Low
56 – 87Moderate
88 – 120High
A score of 84 falls in the Moderate range, suggesting noticeable signs of problematic gaming involvement that may be affecting daily life and relationships.
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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.
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
Physical ManifestationsPM
You?
Average23
Typical rangeTypical18.5 – 27.5
Possible6 – 30
BehavioralB
You?
Average9.7
Typical rangeTypical8.2 – 11.2
Possible3 – 15
CognitiveC
You?
Average8.2
Typical rangeTypical6.4 – 10.1
Possible3 – 15
EmotionalE
You?
Average8
Typical rangeTypical6.5 – 9.5
Possible3 – 15
Attitude toward the gameAttg
You?
Average19.1
Typical rangeTypical13.2 – 24.9
Possible9 – 45
PowerP
You?
Average7.9
Typical rangeTypical6.2 – 9.6
Possible3 – 15
ReferentialityR
You?
Average10.8
Typical rangeTypical8.8 – 12.8
Possible3 – 15
AttractionA
You?
Average7.9
Typical rangeTypical6.3 – 9.6
Possible3 – 15
Interpersonal RelationshipsIR
You?
Average29.5
Typical rangeTypical25 – 34
Possible9 – 45
Game AddictionGA
You?
Average72.7
Typical rangeTypical56.6 – 88.8
Possible24 – 120
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SAMPLE QUESTIONS

Example Questions From the Test

You will be presented with a series of statements. Please rate each statement using the response scale. Do not spend too much time considering your answers. Please note that there are no right or wrong answers on this questionnaire.
    • Completely false
    • False
    • Not sure
    • True
    • Completely true
    • Completely untrue
    • Not true
    • Not sure
    • True
    • Completely true
    • Completely untrue
    • Untrue
    • Not sure
    • True
    • Completely true
WHAT THE TEST MEASURES

Gaming Addiction Assessment Test - Description and methodology of the test

addiction
cyberpsychology
computer addiction
computer games

People who want to understand whether gaming is affecting everyday functioning, mood, or offline contact can use the Gaming Addiction Assessment Test to organize those concerns into a structured profile. It suits players reviewing their own habits and people noticing changes in sleep, self-care, motivation, or relationships. As a gaming addiction questionnaire, this assessment highlights prominent patterns without reducing the result to one label.

What This Assessment Measures

These scales show gaming addiction symptoms:

  • Gaming Addiction (24-120) measures severity (Low 24-55; Moderate 56-87; High 88-120); Physical Symptoms (6-30) measures signs (Low 6-13; Moderate 14-22; High 23-30).
  • Behavioral (3-15) measures engagement (Low engagement 3-6; Moderate engagement 7-11; High engagement 12-15); Cognitive (3-15) measures interest (Low 3-7; Moderate 8-11; High 12-15).
  • Emotional (3-15) measures enjoyment (Low pleasure 3-7; Moderate pleasure 8-11; High pleasure 12-15); Attitudes Toward Gaming (9-45) measures importance (Low importance 9-20; Moderate importance 21-33; High importance 34-45).
  • Power (3-15) measures control (Low 3-7; Moderate 8-11; High 12-15); Susceptibility to Others’ Opinions (3-15) measures influence (Low referentiality 3-7; Moderate referentiality 8-11; High referentiality 12-15).
  • Attraction (3-15) measures bonding (Low 3-7; Moderate 8-11; High 12-15); Interpersonal Relationships (9-45) measures shift (Low shift to gaming 9-21; Moderate shift to gaming 22-33; High shift to gaming 34-45).

Methodology and Evidence Base

Each statement uses five response options, from completely untrue or false to true or completely true, with an unsure midpoint. Items address gaming involvement, bodily effects, routines, emotions, information-seeking, and social attention; answers work best when they describe usual experience.

Because individual answer contributions and reverse-scoring are not specified, totals are best read as item patterns; current mood, memory, self-awareness, and self-presentation can also influence this online self-report, so the displayed Low, Moderate, and High bands organize result levels while the gaming addiction assessment should be read alongside dimension scores to identify contributing patterns.

Conceptually, it is consistent with Game Addiction Diagnostic Method (Kochetkov, 2016), which examines online-game dependence through psychological, behavioral, physical, and social aspects; this questionnaire is not presented as an adaptation of that instrument.

Interpersonal items also correspond with Petrovsky’s 1991 three-factor model, distinguishing influence, attraction, and power in relationships.

Author: Mark D. Griffiths
Literature:
  • Kochetkov, N. V. (2016). Socio-Psychological Aspects of Dependence on Online Games and a Method for Its Diagnosis. Social Psychology and Society, 7(3), 148-163. 10.17759/sps.2016070311
  • Petrovsky, A. V. (1991). Three-Factor Model of the Significant Other. Questions of Psychology, No. 1, pp. 7-18.

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