Screen and Gaming Addiction
Over the past decade, screens have become an inseparable part of our daily lives. They are everywhere: at home, at work, at school, and recreation. They provide immediate access to information, communication, and entertainment, and can even serve as tools for remote medical and therapeutic care. However, alongside these clear benefits, a growing and complex problem has emerged: excessive screen use to the point of addiction. This phenomenon is not limited to children and adolescents, but also affects adults of all ages, bringing with it health, psychological, and social consequences.
Adolescents are especially vulnerable to screen addiction due to peer pressure, the need for belonging, and the desire to remain constantly connected. Platforms such as Instagram, TikTok, and YouTube are a central part of their world. In addition, online gaming communities create virtual spaces that provide a sense of belonging and social status, but sometimes at the expense of real-world relationships.
Differences between screen addiction and gaming addiction
Screen addiction includes excessive use of smartphones, computers, social networks, video streaming, and even pornography or gambling. Gaming addiction refers specifically to video and computer games, where children, adolescents, and adults struggle to stop despite negative impacts on sleep, studies, or work. Gaming addiction is characterized by a unique mechanism: gaming is built on strong reward systems—levels, points, and achievements—that create continuous reinforcement loops in the brain. These mechanisms activate the dopamine system, the brain’s reward pathway, similar to other addictions, and lead to significant difficulty in stopping gameplay.
Current trends and data in Israel
According to the 2024 Brookdale Institute report, conducted for the Addiction Treatment Department of the Ministry of Health, a concerning picture emerges:
- 28% of adolescents reported screen use that disrupts their daily routine in areas such as sleep, studies, and social life.
- 17% of adolescents meet the criteria for “gaming disorder” as defined by the World Health Organization (WHO).
- Among adults, 1 in 5 reported that screen use negatively affects work, relationships, and health.
Impacts during periods of stress and war
The past year, especially the “Swords of Iron” war, has intensified the phenomenon. Many people turned to screens as an escape from stress, to stay updated with news, or to pass time. The report indicates a sharp increase in screen use during stressful periods, especially among adolescents and young adults. The Brookdale report found that during the war:
- 8.3% of Jews and 19.3% of Arabs in Israel are at risk of gaming addiction.
- Use of social media, games, and content consumption increased significantly among children, adolescents, and adults.
- Help-seeking rates remain low, especially among young people and men.
Crisis periods create an increased need to escape reality, which can deepen problematic usage patterns even after routine returns.
Screens and adults: a quiet addiction that intensifies during crises
Adults are also not immune to screen addiction. During the war, increased screen use was observed as a way to cope with stress and anxiety. The shift to remote work blurred the boundaries between work and leisure, and the smartphone became a tool used simultaneously for work, news consumption, and entertainment.
The Effects and Risks of Screen and Gaming Addiction
Warning signs in adolescents
- Decline in academic performance and other areas of interest.
- Excessive screen time, especially at night.
- Irritability when screen use is taken away.
- Withdrawal and avoidance of social interactions.
Coping with Screen and Gaming Addiction
Family coping with screen addiction
Boundaries
Establishing ‘screen time’ for all family members, and prioritization of quality screen-free time.
Open conversation
To recruit children and adolescents to the process, to conduct pleasant conversations about the advantages and risks, and to share emotions.
Providing access to leisure activities
Clubs, sports, creative groups and social initiatives that reduce screen time and promote a sense of achievement and belonging.
Seeking professional guidance
It is recommended to seek professional advice in the following situations:
- When a child, adolescent, or adult is unable to control screen time despite repeated attempts.
- When there is a clear decline in functioning (school, work, sleep, or social relationships).
- When there are accompanying emotional symptoms such as anxiety, loneliness, sadness, or anger.
- When family members feel exhausted, frustrated, or experience repeated conflicts on the issue.
Treating screen addiction
There are various therapeutic approaches for screen addiction, and the choice of treatment depends on age, the severity of the addiction, the family environment, and additional accompanying symptoms (mental, emotional, or physical). Screen and gaming addiction can often be successfully treated, especially when combining a professional approach with family and community involvement. Currently available therapeutic approaches:
In conclusions: screen and gaming addiction is a silent epidemic that worsens during times of crisis but also occurs during normal times. It affects the health, function and relationship of children, adolescents and adults alike. The recent war highlighted our tendency to escape into screens, but as routine is restored, it is important to do a “reset”: regain control, set boundaries and build healthy usage habits.
As with any addiction, self-will is important, but the most successful process is often one that combines professional support, family support and supportive social environments. There is no substitute for parents acting as a role model or for holing candid conversations. Seek help as soon as possible from community services, mental health services, or your family doctor, and always remember—every change begins with a small step. .
Screens are here to stay. The question is whether we are managing them, or they are managing us.