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Gaming-related overspending across age groups

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Author(s): Leung, Janni ; Johnson, Benjamin ; Saunders, John B. ; Stjepanovíc, Daniel ; Patel, Varun Yazad ; McClure-Thomas, Caitlin ; Connor, Jason P. ; Kai Chan, Gary Chung

Journal: Addictive Behaviors

Year Published: 2026

Date Added: August 25, 2026

Gaming disorder involves persistent and excessive gaming. The financial effects of overspending on video gaming (through buying games, making in-game purchases, and betting on video game outcomes) are less researched than the emotional, social, and physical effects. Older adults may be more vulnerable to the financial harm of gaming disorder, given their limited income.

The current study explored the relationship between gaming disorder and overspending across different age groups. Younger participants were more likely to report overspending compared to older participants. While older people aged 66 and above were least likely to overspend on gaming, a small but noteworthy proportion did (8.6% on buying games, 7.2% on making in-game purchases, and 3.6% on betting on video game outcomes). Participants who gamed for three or more hours in a single session were more likely to report overspending on gaming compared to those who played for shorter sessions. Participants at risk of gaming disorder were more likely to overspend compared to those who were not at risk. There were no gender differences in overspending on gaming.


Citation: Leung, J., Johnson, B., Saunders, J. B., Stjepanovic, D., Patel, V. Y., McClure-Thomas, C., Connor, J. P., & Kai Chan, G. C. (2026). Game related over-spending across age groups and its association with gaming disorder. Addictive Behaviors, 172, 108490. https://doi.org/10.1016/j.addbeh.2025.108490

Article DOI: https://doi.org/10.1016/j.addbeh.2025.108490

Keywords: esports ; gambling disorder ; gaming ; loot boxes ; money lost

Topics: Online Gambling ; Sports Betting

Conceptual Framework Factors:   Environment - Social and Economic Impacts ; Social - Social Demographics ; Exposure - Convergence of Gaming and Gambling ; Gambling Environment ; Gambling Exposure ; Social Factors

Study Design: Observational: Cross-sectional

Geographic Coverage: Australia ; Canada ; United States of America

Study Population: Adults who reported gaming for 3+ hours per week (N = 955)

Sampling Procedure: Participants were recruited from Nielsen-IQ, a market research firm that manages large opt-in panels across many countries.

Study Funding:

This study was internally funded by the University of Queensland.

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