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A qualitative exploration of women’s experiences, stigma, and access to care in gaming disorder

Published online by Cambridge University Press:  15 June 2026

Catia Martins Castro
Affiliation:
WHO Collaborating Centre for Training and Research in Mental Health , Geneva, Switzerland
Noelle Marino Rothlisberger
Affiliation:
Department of Psychiatry, Faculty of Medicine, University of Geneva , Switzerland
Daniele Zullino
Affiliation:
Department of Psychiatry, Faculty of Medicine, University of Geneva , Switzerland
Sophia Achab*
Affiliation:
Department of Psychiatry, Faculty of Medicine, University of Geneva , Switzerland
*
Corresponding author: Achab Sophia; Email: sophia.achab@hug.ch

Abstract

Background

Gaming disorder (GD) is recognized by the WHO as a behavioral addiction, yet research remains predominantly men-centric. This study explores the experiences of women gamers, their perceptions of GD, and the barriers women face in accessing care.

Methods

Semi-structured interviews were conducted with seven participants identifying as women (six cisgender women and one transgender woman) aged 21–26 years old, in France and Switzerland. Inductive reflexive thematic analysis was used to identify women’s experiences of gaming behavior, stigma, and help-seeking.

Results

Participants reported diverse gaming behaviors, with preferences for narrative-driven games (e.g., RPG and simulations). Stigma, lack of self-awareness, limited self-recognition of problematic gaming, and broader societal misconceptions emerged as significant barriers to recognizing GD as a potential clinical issue warranting help-seeking. None had sought professional care for GD, citing gendered stereotypes and diagnostic biases as key deterrents.

Conclusions

The study highlights the need for women-centered diagnostic tools, clinical approaches, targeted awareness campaigns, and flexible support systems for women with GD. Future research should prioritize larger, diverse samples and intersectional approaches.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press on behalf of European Psychiatric Association
Figure 0

Table 1. Demographic characteristics of the women gamer participantsTable 1. long description.

Figure 1

Figure 1. Reflexive thematic analysis workflow illustrating data collection, preparation, analysis, reporting, and ongoing processes to ensure rigor. Note: Transcription was performed with TurboScribe (2024)[18]. Peer debriefing and reflexivity occurred throughout; dotted arrows indicate iterative feedback loops.Figure 1. long description.

Figure 2

Table 2. Themes, subthemes, and dataset support across participantsTable 2. long description.

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