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Introduction

This questionnaire looks at how time online fits into daily life. Its 20 questions ask about staying connected longer than intended, neglecting tasks, secrecy and mood when offline. Although the title mentions gaming, the questions address internet use more broadly.

A long online session can have different meanings: working, socialising and playing games place different demands on attention. The useful distinction is whether the activity repeatedly displaces sleep, relationships or responsibilities, and whether attempts to stop are successful.

The Internet Addiction Assessment also explores digital habits, with questions mentioning smartphones and computers. Choose the set that best describes the activity you want to discuss, and keep concrete examples of its impact rather than comparing the two totals as if they used one scale.

Instructions

Use this survey as a guide to determine if video games and/or Internet use maybe a problem in your life, but do not use the survey to make a “clinical diagnosis”.

Question 1 / 200 answered
How often do you find that you stay online longer than you intended?

Scoring and result metrics

The result page reports a local screening score for this questionnaire. Use the score range, any subscale scores, and the interpretation band together rather than treating one number as a diagnosis.

Score range
0-100
Items scored
20
Result indicators
Total score / Interpretation band when available

Score interpretation bands

  • 0-29Nominal gameplay

    Scores in the 0-29 range indicate nominal levels of gameplay.

  • 30-79Intermediate range

    Scores in the middle range indicate increasing levels of gameplay involvement.

  • 80-100Severely excessive range

    Scores in the 80-100 range indicate severely excessive levels of gameplay.

Interpretation bands summarize screening thresholds from the questionnaire source material. Higher scores usually indicate more of the measured concern unless the tool notes a different scoring rule.

Tool information

Version
20 questions
Administration
Self-report
Intended audience
Older adolescents and adults able to report their own gaming frequency, control, priorities, and daily-life impact

Sources

  1. RIF Brown (1991). Gaming, gambling and other addictive play. See JH Kerr & MJ Apter. Adult place: A reversal theory approach (pp. 101-118).

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