A new study published in Addictive Behaviors has identified four distinct psychological profiles of video game players, each shaped by differences in emotional regulation, attachment style, and mental health. Based on data from over 5,000 gamers worldwide, the research found that the “dysregulated” and “relational” profiles were associated with greater psychological distress and insecure attachment patterns, while the “avoidant” and “engaged” profiles were linked to emotional stability and healthier relationships with gaming.
Researchers affiliated with ISPA – Instituto Universitário and the APPsyCI Applied Psychology Research Center conducted the study to better understand the complex factors that shape gaming behavior. While video games are a popular form of entertainment for people of all ages, concerns have grown about the potential for excessive or problematic gaming, especially in younger individuals.
Mental health challenges, substance use, attachment difficulties, and social environments can all contribute to how individuals engage with video games. However, many studies to date have focused on narrow aspects of gaming, such as time spent playing or clinical symptoms, without considering the broader psychological and social context.
“This study was born from a shared interest in understanding the psychological complexity of gaming behaviors, particularly in the context of Gaming Disorder, but we also wanted to know about non-problematic gaming behaviors,” said study authors Cátia Martins Castro (a PhD candidate in psychology) and David Dias Neto (an associate professor of psychology).
“One of the primary motivations was the desire to integrate the most relevant psychological factors — emotional regulation and motivation to play videogames — into profiles, and then comprehend the various dimensions, such as attachment styles, mental health, and gaming characteristics related to these profiles, that could one day support clinicians in their practice.”
“From a personal perspective (Cátia), this need was strongly felt in my clinical work, where it was often difficult to translate research into practical tools for assessing and supporting my clients who were gamers with problematic use.”
“We were also committed to ensuring inclusivity, both in terms of the types of games played and the diversity of the gaming population,” the researchers explained. “These are, to our knowledge, the first psychological profiles of gamers to include non-binary participants, to be generalizable across all game genres, and to be drawn from an international sample spanning 112 countries. This breadth gives the profiles substantial potential for clinical and cultural relevance.”
Specifically, their aim was to explore how mental health indicators, social and relational dynamics, and gaming-specific behaviors cluster together to form meaningful patterns among gamers. They focused particularly on how emotional regulation and motivations for gaming vary across profiles and how these profiles relate to risk factors for problematic gaming.
The study drew on responses from 5,255 individuals aged 16 to 69, with a mean age of approximately 25. Participants came from 112 countries and identified as men (about 50%), women (43%), or non-binary (9%). Data were collected through an online questionnaire shared on social media and gaming platforms. Participants answered questions about their gaming habits, emotional experiences, social connections, substance use, and attachment patterns.
To identify the psychological profiles, the researchers used a person-centered statistical approach that groups individuals based on similarities across multiple variables. They measured emotional regulation using a standardized scale assessing impulse control, emotional awareness, and the ability to act in goal-directed ways despite distress. They also assessed gaming motivations, such as playing for escapism, identity, or social connection. In addition, they examined attachment styles—patterns of relating to others developed early in life—as well as self-reported mental health symptoms and substance use.
The analysis revealed four distinct gamer profiles:
Avoidant profile: Individuals in this group were generally older and reported low levels of psychological distress. They showed secure attachment patterns and a preference for offline social interactions. Their gaming motivations centered around personal exploration, autonomy, and recreation rather than social connection. This profile was also associated with lower levels of substance use and minimal use of social media for gaming-related communication.
Engaged profile: This was the largest group and included gamers with good emotional regulation and secure attachment. Like the avoidant group, they showed low psychological distress and little substance use. However, they were more socially integrated into gaming communities and used platforms such as Discord, Twitch, and Instagram to connect with others. Smartphone gaming was common in this group. While they did not often play online games with others, they maintained strong offline social networks.
Relational profile: Members of this group showed emotional regulation difficulties and higher levels of attachment avoidance. They were more likely to play games for social connection and identity reinforcement but had fewer offline social interactions. Although they experienced some functional impairments and showed higher risk behaviors such as hallucinogen use, they did not report high levels of overt psychological distress. Their gaming preferences leaned toward immersive, socially driven experiences, and they frequently used platforms like Steam and Twitch.
Dysregulated profile: This group was made up of younger gamers who reported the highest levels of emotional distress and showed difficulties in all areas of emotional regulation. They had both attachment anxiety and avoidance, indicating significant interpersonal difficulties. They were more likely to use tobacco and energy drinks and showed signs of behavioral dysregulation, including risk to self or others. These gamers also spent more time gaming alone or with online friends and frequently used multiple social media platforms to engage with gaming communities. This group had the highest risk of developing gaming disorder.
The researchers found that these profiles were significantly shaped by age, emotional regulation, mental health symptoms, and patterns of online and offline interaction. The dysregulated profile stood out for its combination of psychological vulnerabilities and intense engagement with online gaming and social platforms, which the researchers suggest may reflect a maladaptive coping strategy. In contrast, the avoidant and engaged profiles appeared to reflect more balanced and recreational use of gaming, with strong offline support networks and lower distress.
“One important takeaway is that non-problematic gaming can be associated with individuals who maintain healthy emotional bonds and social relationships,” Castro and Neto told PsyPost. “In contrast, problematic gaming can emerge when individuals experience relational difficulties, whether through anxious attachment (fearing abandonment) or avoidant patterns (distancing from intimacy).”
“For some, games may become the preferred médium of interaction, especially when face-to-face connections feel threatening or overwhelming. In these cases, the gaming environment may offer a sense of structure, predictability, and a sense of control, but it may also reinforce avoidance and deepen isolation. This highlights the need for supportive and nuanced approaches.”
While the relational profile shared some risk factors with the dysregulated group, such as emotional difficulties and insecure attachment, it did not show the same level of psychological symptoms or substance use. The researchers interpret this group as selectively engaged with gaming in a way that offers social connection, possibly compensating for offline challenges without necessarily crossing into dysfunction.
The researchers were also surprised to find that in the avoidant profile, “players preferred to play alone (e.g., single-player games) yet showed secure attachment. It was also surprising the way that the dysregulated profile was associated with relational difficulties, particularly with both anxious and avoidant insecure attachment styles, as well as with some substance use.”
The study has several strengths, including its large and diverse sample and the use of well-validated psychological measures. However, the researchers caution that the findings are based on cross-sectional data, which limits their ability to draw conclusions about cause and effect. For example, it is unclear whether emotional dysregulation leads to problematic gaming, or whether excessive gaming worsens emotional difficulties. Longitudinal studies are needed to track how these profiles develop and change over time.
The researchers also note that the self-report nature of the study could introduce bias, as participants may underreport distress or overestimate their social engagement. Additionally, the study did not analyze specific gaming genres or content, which could influence motivations and psychological impacts.
“As with many psychological studies, our data are self-reported and based on a convenience sample, which can introduce bias and limit generalisability,” Castro and Neto noted. “Additionally, the cross-sectional nature of the data constrains causal interpretation. That said, although the size and diversity of the sample are considerable, we see this work as a first step in a broader line of research.”
Their long-term goal is to provide tools for clinicians and policymakers to recognize diverse gaming behaviors and offer tailored interventions. They also hope the findings can contribute to more inclusive strategies for promoting healthy gaming habits.
“We are currently finalizing a longitudinal study that follows these profiles over time, which will allow us to draw stronger inferences and examine how gaming behaviors evolve in relation to psychological variables,” Castro and Neto said. “Our long-term goal is to support clinicians with evidence-based tools that can inform assessment and intervention. This includes developing profile-based guidance for tailored approaches. We also hope that this work can be the beginning of studies that help shape policy and public health strategies, respecting the complexity of gaming behavior with inclusivity (e.g., by including non-binary individuals).”
“We would like to thank all participants who contributed to this study, and to ISPA and APPSYCI Research Center. Working together has been a deeply enriching process, combining research and clinical thinking. Cátia, PhD candidate, who also works as a clinical psychologist, and David, PhD supervisor and experienced researcher, who also works as a clinical psychologist and psychotherapist. We hope this study adds value to both the scientific community and the people it aims to support.”