February 18, 2026

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New Study Links Autistic-like Traits to Higher Risk of Problematic Gaming

A new study from Charles Darwin University (CDU) has found that people who display autistic-like traits, but do not meet the threshold for a clinical autism diagnosis, may be at greater risk of developing problematic gaming habits.

With nearly one-third of the global population now playing video games, concerns about gaming addiction and its impact on mental health have been growing. The CDU research team sought to better understand the factors that drive individuals toward excessive gaming, particularly as a form of escape from stress, problems, or negative emotions.

The study surveyed participants who reported playing video games for at least an hour each week. More than half admitted to spending over 10 hours weekly on gaming.

CDU Senior Lecturer in Psychology Dr. Mal Flack and Professor Kim Caudwell, who co-authored the study, said their findings are significant because most existing research focuses on clinically diagnosed autism spectrum disorder (ASD).

“We found that people with autistic-like traits (ALTs) were not as strongly linked to social motives as escape motives, but both of these motives helped explain the link between ALTs and gaming,” Professor Caudwell explained. “The findings suggest that those with higher ALTs may engage in gaming less for social reasons and more for escape, and that ALTs may be a risk factor for problem gaming.”

The researchers stressed, however, that the results do not suggest autism or autistic-like traits automatically lead to gaming disorders. Instead, they highlight the importance of examining what shapes gaming behavior.

“We need to ensure gaming remains a balanced activity,” Professor Caudwell said. “By focusing on these underlying motivations, interventions for problem gaming may more effectively address the reasons gaming becomes problematic, while avoiding the stigmatisation of high gaming engagement.

“We need to make sure we are not pathologising gaming, but recognising that when it does become problematic, motives are really important to focus on.”

The researchers plan to expand their work by including a broader pool of participants and investigating additional risk factors, such as mental health conditions and game preferences, that could contribute to problematic gaming.

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