A study found that young adults in Singapore had higher rates of problem gambling and related problems such as excessive gambling and depression compared to those reported abroad.
The study, led by Associate Professor of Psychology Peter Chiu from James Cook University, looked at how common internet gaming disorder (IGD) and gaming disorder (GD) are among young people here.
Both are addictions that involve excessive, compulsive gaming, and have recently been added to two classification systems for mental disorders.
The study found that 10.3 percent of participants met criteria for IGD, while 5 percent met criteria for GD.
In comparison, prevalence rates for problem gaming – an umbrella term used to broadly assess gaming issues – are around 5.08 percent in Asian regions and 2.72 percent in Europe.
The research by Professor Chiu, whose primary research area is on gambling addiction, surveyed 1,008 participants aged 18 to 40 and provides a new local perspective on the scale of gambling-related disorders among young people.
Done in 2023, it was published in February 2025 in the scientific journal Psychiatry Quarterly.
Observers said the findings point to a deeper need for connection and a “third place” — what urban sociologists call a social space outside of home and school or work — with games increasingly filling that role for young people here.
Similar studies here reported 8.7 percent of problem gambling among elementary and secondary school children and 15.4 percent of college students.
Professor Chiu’s study defined IGD as excessive online gaming with symptoms such as loss of control, tolerance and withdrawal.
GD refers to persistent gaming behavior, offline and online, that takes precedence over other activities and interferes with daily life.
Men were more at risk than women, with 7.2 percent to 14.6 percent meeting the criteria for their disease, compared with 2.8 percent to 6.2 percent for women.
Participants reported their gaming behavior over 12 months in an online survey that measured their gaming motivation, mental health and sleep quality.
Those with the disorder have more time spent playing games, a stronger desire for stimulating games such as fantasy and competition, more negative emotions such as anxiety, and poorer sleep than insomnia.
Experts and youth counselors said that “push” factors such as stress, fatigue and emotional struggles, along with “push” factors such as immersive design and built-in rewards, can promote problematic play.
The findings come amid growing concern about excessive screen use in Singapore, which some say reflects underlying struggles such as academic stress, family stress, anxiety or depression.
“When people are stressed, they will look for forms of escape,” said Professor Chiu, adding that in some countries, this may be in the form of alcohol or gambling.
But in Singapore, these stores are relatively expensive or limited, he said.
For children, phones offer a quick escape in a country where opportunities for play seem limited.
Photo: Kevin Lim
In contrast, gaming and social media are easily accessible. “They’re mostly free and unstructured. If you’re tech-savvy, it’s pretty easy to just use them,” he said.
Other “push” factors that lead to gambling problems include boredom and the search for connection, said Ms. Carmen Lee, a lead social worker at the youth organization Tribe.
She added that many of the young people she works with create a virtual world where they can become whoever they want to be.
“They may not have a good relationship with their family, but online, they can have a different personality,” Ms Lee said. “It makes them feel needed, useful, and they want to continue in that role.”
Mr. SB Wickesan, Principal Consultant, National Addiction Management Service at the Institute of Mental Health, said today, games are becoming increasingly important, with technologies such as augmented reality and artificial intelligence.
“You can make connections at the games, meet people,” he said. “It can pull people out, especially those who are going through a stressful period in their lives.”
Some games also feature gambling-like elements, such as loot boxes or in-game purchases, which can make them more addictive.
For children, phones offer a quick escape in a country where opportunities for play seem limited, with restrictions around open spaces and schedules filled with tutoring and extracurricular activities, Ms Lee said.
Need for third place
Some like Mr. Narasimhan Tivasiah Mani, co-founder of Import, believe that gaming is not all bad.
Many young people use games as a place to explore their identity and connect with friends, he said.
“A lot of youth centers currently have adults there, but what young people need are third places where they can meet … where they can interact with other young people,” Mr Nasimman said. He added that this is part of Impart’s mission as it works with troubled youth.
“Providing them with positive childhood experiences in these places can be a buffer against the problems they face later in life,” he added.
Mr Calvin Leong, who oversees community programs at Import, said Third Places allow young people to be curious about their lives and behavior – including gaming – without immediate judgement. Such spaces, which can be online or offline, such as gyms and hobby gatherings, help build social skills, resilience and confidence.
He said that games help young people to overcome low self-esteem. “(They) show them that they can learn, and do more than they think they can.”
Instead of vicious games, Mr. Nurseman and Mr. Leung distinguish between healthy games – which focus on skill, teamwork and communication – and unhealthy games, which encourage players to continue playing, often by offering small, frequent rewards and which are highly violent.
Minecraft is an example of a “healthy game”, which is used to reach young people.
When gaming becomes difficult, Impart encourages youth to reflect on what the gaming experience means to them, reflecting the behaviors used in the third space.
“We want to let young people know that it’s okay to be curious, it’s okay to explore,” Mr. Leung said. “We want our young people to find that spark in them again through this third place.”
How to recognize the signs of harmful games
- Preoccupation with games at the expense of other activities
- Withdrawal from family, friends, or previous social activities
- Avoiding responsibilities or basic self-care (eg, skipping meals and neglecting hygiene)
- Hidden behavior around games or screen use
- Anxiety, depression or aggression when tools are removed or access is limited
- High levels of stress, negative emotions, or mood swings are associated with gaming
- Reduced school or work performance
- Difficulty waking up in the morning or maintaining a regular sleep schedule
- Financial stress from in-game purchases, subscriptions
- Relationships with partners, colleagues or family suffer due to excessive gaming
Tips for healthy gaming and online habits
- Take regular breaks from gaming
- Engage in offline activities such as sports, exercise or hobbies. Develop a balanced life that includes sleep, school work, chores and family time along with play
- Talk to a trusted adult, family member or therapist if you are experiencing stress or a difficult situation
- Create a schedule or schedule to manage games and other activities
- Make sure to get enough sleep and self-care, even while playing
Tips for parents to manage toys
- Use the Internet with your children
- Take an interest in the games they play and make friends online
- Teach children to recognize unhealthy behaviors such as neglecting school work, sleeping late
- Take time every day to check in with your children on their school life, relationships
- Create clear family rules for internet use
- Choose video games that are kid-friendly and age-appropriate; Try playing it first
- Use parental controls to limit screen time and monitor game usage
- Help children develop offline coping skills to manage stress, anxiety or other difficult emotions
Note: This article was written by Gabriel Chan and first appeared in The Straits Times on 01 February 2026.
Source: The Straits Times
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