Two behaviours are formally recognised as addictions: gambling and gaming. [apa-2022-dsm5tr-gambling] [who-2019-icd11-gaming] Everything else being described that way is being described informally, and the restraint behind that is deliberate rather than a failure to keep up. This guide covers why the bar sits where it does, what actually separates a heavy habit from a disorder, and where the risk is genuinely severe.
Why the list is so short
The obvious objection to a short list is that plenty of behaviours clearly grip people. The reason for holding the line is that a term applying to everything distinguishes nothing.
If shopping, work, exercise, phone use and food all qualify as addictions, the word stops carrying information and starts pathologising ordinary enthusiasm. Somebody who loves running becomes a person with a disorder; somebody who is very committed to their job acquires a diagnosis. That is not a neutral expansion, because a diagnostic label changes how a person is treated and how they see themselves.
Gambling was moved in DSM-5 from impulse-control disorders into the addictive disorders chapter on the strength of evidence about shared mechanisms with substance addiction. [apa-2022-dsm5tr-gambling] Gaming disorder entered ICD-11 in 2019, and it was contested at the time by researchers who thought the evidence was not yet sufficient. [who-2019-icd11-gaming] That disagreement is a feature of a cautious system rather than a scandal.
The bar is impairment, not quantity
Hours are what people count because hours are easy to count, and they are close to the least informative measure available.
Three things define the disorders instead. Impaired control: you cannot stop when you intend to. Increasing priority: the behaviour displaces things that used to matter. Continuation despite harm: it carries on after the consequences are obvious. ICD-11 normally expects this sustained over about twelve months.
The practical consequence is that two people with identical hours can be in completely different situations. Twenty hours a week alongside sleep, work and friendships is a hobby. Ten hours a week that has eaten everything else, with repeated failed attempts to stop, is not.
A schematic contrast between the commonly used measure and the ICD-11 and DSM-5-TR criteria. Heights show relative diagnostic weight, not measured data.
Gambling is the serious one
Both conditions cause real impairment, and one of them carries a risk the other does not. Gambling disorder is associated with markedly elevated rates of suicidality, and Karlsson and Håkansson’s national register study found substantially increased mortality and suicide risk in people with the diagnosis. [karlsson-2019-gambling]
Debt is a large part of the mechanism, and it behaves unlike other addiction harms. It persists after the behaviour stops, it compounds, and it reaches family members who had no part in it. Somebody who stops gambling today still owes what they owed yesterday, which is why financial measures are not a side issue.
Our guide to the psychology of the lottery covers the design side of this, and is my gaming a problem covers the other condition in detail.
Design is part of it
Variable-ratio reinforcement, reward that arrives unpredictably, produces more persistent behaviour than reward that arrives reliably. This is among the most robust findings in behavioural psychology, and both slot machines and free-to-play game economies are built on it.
Naming that is not an excuse and it is not a reason to feel less responsible. It is a reason to change the environment rather than relying on resolve, because resolve is being tested against something engineered to outlast it. Self-exclusion schemes, blocking software and removing stored payment details do more than intention does.
Habit, or something more?
This is not a diagnostic tool. It asks about the three things the criteria actually use, rather than about hours.
0 of 6 ticked
This is the shape the criteria describe. If gambling is involved, treat it as more urgent: the financial and suicide risk is substantially higher than for gaming.
Some of this appears in most strong habits at times. The distinguishing features are the failed attempts to stop and how long it has run.
Enjoying something a lot is not a disorder, and hours alone say very little.
No gambling or gaming screener is published on this site. Validated ones exist and a doctor or a gambling support service can administer them.
What helps
For gambling, cognitive behavioural therapy has the best evidence, and Petry and colleagues found benefit for CBT-based approaches. [petry-2006-cbt] It targets the specific beliefs that sustain the behaviour: the gambler’s fallacy, the illusion of control, and the conviction that losses can be recovered by continuing.
Practical financial steps carry more weight here than in most conditions. Self-exclusion, blocking software, and handing financial control to somebody trusted are frequently what makes any of the psychological work possible.
For gaming the evidence is thinner. CBT-derived approaches are the usual starting point, and treating accompanying depression, anxiety or ADHD is often the highest-value move, since these co-occur frequently and the gaming is sometimes managing them. Our pillar on addiction covers the shared ground.
When to seek help
See a doctor if you have tried to stop and not managed it, if the behaviour has continued through clear harm, or if you are hiding its extent from people close to you.
If gambling is involved, treat it as more urgent than the equivalent gaming picture. The financial harm compounds while you decide, and the suicide risk is genuinely elevated.
If you are having thoughts of harming yourself, seek help now rather than at the next available appointment. Contact your local emergency services or a crisis helpline.
How MyFreud can help
The criteria turn on whether the behaviour is displacing things and continuing through harm, and both are far clearer in a record than in memory. Tracking mood alongside what you did shows what the week actually contained, which is usually less flattering and more useful than the impression of it.