Internet Gaming Disorder Test (IGDS9-SF)
Take the IGDS9-SF — 9 questions on Internet Gaming Disorder, the DSM-5-TR and ICD-11 6C51 framework. 2 minutes. Free. Results stay in your browser.
What you are about to take
The IGDS9-SF is a 9-question short-form screen for Internet Gaming Disorder, published by Halley Pontes and Mark Griffiths in 2015 (Computers in Human Behavior). The 9 items map directly onto the nine DSM-5 criteria — one item per criterion. Each is rated 1 to 5 on a Likert scale; the total runs from 9 to 45. About 2 minutes. No signup. Your answers stay in your browser — we never see them. Start the test below ↓
- Validated by Pontes & Griffiths (2015, Computers in Human Behavior)
- DSM-5-TR Internet Gaming Disorder criteria (APA, 2022)
- ICD-11 6C51 Gaming Disorder framework (WHO, effective January 2022)
- 2 minutes, 9 questions
- Private — answers never leave your device
- Free to use under the original publication
How the score is calculated
You answer nine questions about your gaming over the last 12 months. Each is rated 1 (Never), 2 (Rarely), 3 (Sometimes), 4 (Often), 5 (Very often). The nine numbers sum to a total between 9 and 45.
| Total score | Band | What it typically means |
|---|---|---|
| 9–20 | Low / non-problematic gaming | Below the band where DSM-5 / ICD-11 criteria cluster |
| 21–30 | Moderate concern | Gaming occupies meaningful space; disruptive criteria not strongly endorsed |
| 31–36 | At-risk / probable IGD | Approximates the DSM-5 cut-off (5 of 9 criteria at level 3+) |
| 37–45 | Likely IGD pattern | Most or all 9 criteria endorsed; clinical-level pattern |
The 31 threshold corresponds roughly to endorsing 5 or more of the 9 IGDS items at level 3 (Sometimes) or higher — the DSM-5-derived cut-off proposed by Petry 2014 and used in the Pontes 2015 validation.
What gaming disorder is — and is not
Gaming Disorder, as defined by the WHO in ICD-11 (code 6C51, effective January 2022), is a pattern of gaming behaviour — digital or video-game playing — characterised by impaired control over gaming, increasing priority given to gaming over other interests and daily activities, and continuation or escalation despite negative consequences. The pattern must be present for at least 12 months, and must result in significant impairment in personal, family, social, educational, occupational, or other important areas of functioning.
Internet Gaming Disorder in DSM-5-TR (APA, 2022, Section III) uses 9 criteria — preoccupation, withdrawal, tolerance, loss of control, loss of other interests, continued use despite problems, deception, escape, and jeopardy — and requires 5 of 9 over 12 months for a probable diagnosis. The IGDS9-SF is the most widely-used short instrument mapping directly to these criteria.
What the screen deliberately captures: the addiction-like pattern — preoccupation, mood modification, tolerance, loss of control, conflict, deception, escapism, and jeopardy. What it does not capture: hours of play, type of game, social or solitary play, whether the player enjoys gaming as a hobby. Gaming is not pathological. Problem gaming patterns are.
When this test is useful — and when it isn’t
Useful for:
- A 2-minute self-check when you have been wondering whether your gaming is “too much”
- A parent or partner who wants a structured number to discuss, rather than “you play too much”
- Tracking change across months after a structural intervention (PC out of the bedroom, daily cap, circuit-breaker)
- Bringing a number to a GP, school counsellor, or therapist visit
Less reliable when:
- The play pattern has only existed for less than 3 months — the 12-month framing of DSM-5 / ICD-11 may not apply yet
- Active acute crisis (severe depression, recent loss, ongoing trauma) is artificially elevating escape-seeking
- Under age 12 — the scale is calibrated on adolescents and young adults; younger children need clinician-led assessment
- The reader is filling it in for someone else — the inner experience of preoccupation and craving cannot be guessed accurately from outside
Hours of play is not the criterion
Most heavy gamers do not meet IGD criteria. Petry 2014 (Addiction) — the international consensus paper behind DSM-5 IGD — explicitly excluded hours of play from the diagnostic criteria. The 9 IGDS items ask about preoccupation, withdrawal, tolerance, loss of control, lost interests, conflict, deception, escape, and jeopardy. None of them are about minutes. Some of the highest-engagement competitive gamers, including professionals, score below 21. Some teenagers with only 1 hour a day score above 31 because that hour costs them sleep, school marks, and family meals.
The American Academy of Pediatrics (AAP, 2016, reaffirmed) updated its child screen-time guidance away from a single “hours per day” number more than a decade ago. The current AAP framing is structural: no screens during meals, no screens in the hour before sleep, no screens in the bedroom, and active rather than passive use where possible. The WHO ICD-11 6C51 definition similarly requires functional impairment, not minutes.
What to do if your score is at-risk or higher
Three things matter more than willpower:
- Structural change first. Move the gaming PC or console out of the bedroom. Use the launcher-level daily cap built into Steam, Xbox, PlayStation, and most mobile platforms. Schedule one weekly gaming day off — predictable, repeating absence is more effective than unpredictable abstinence in King 2018 (Clinical Psychology Review meta-analysis).
- Replace, do not just remove. Have a competing activity ready (exercise, a hands-on hobby, an in-person social plan). Gaming cessation without replacement has a high relapse rate.
- Address co-occurring mood or sleep. IGD and depression co-occur frequently (Andreassen 2016, N=23,533). Treating depression often partially restores control over gaming. Take the PHQ-9 on this site if low mood is also present.
If you have lied to family about how much you play, or quietly skipped work or school to play, take those signals seriously — they are the criteria most predictive of progression to formal IGD.
If you are in crisis tonight
If gaming has become entangled with thoughts of self-harm or suicide — or if low mood feels overwhelming — you do not have to wait for an appointment. In the United States: 988 Suicide and Crisis Lifeline (call or text 988, 24/7). United Kingdom: Samaritans 116 123. International directory: findahelpline.com. Crisis lines are appropriate for emotional distress, not only for immediate danger.
Related tests
- PHQ-9 depression screener — IGD and depression co-occur frequently (Andreassen 2016)
- GAD-7 anxiety test — anxiety often increases escape-into-gaming
- PSS-10 perceived stress scale — chronic stress raises problem-gaming risk
Sources verified 2026-05-17
- Pontes HM, Griffiths MD. Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior 2015;45:137–143. (PMID 25839297)
- Petry NM, Rehbein F, Gentile DA, et al. An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction 2014;109(9):1399–1406. (PMID 24456155)
- American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision (DSM-5-TR). Internet Gaming Disorder, Section III. 2022.
- World Health Organization. ICD-11 — Gaming disorder (6C51). Effective in member states January 2022.
- Király O, Sleczka P, Pontes HM, et al. Validation of the IGDT-10 and evaluation of the nine DSM-5 criteria. Cyberpsychology, Behavior, and Social Networking / Computers in Human Behavior 2017. (PMID 28528063)
- American Academy of Pediatrics, Council on Communications and Media. Media Use in School-Aged Children and Adolescents. Pediatrics 2016;138(5):e20162592.
Privacy
The IGDS9-SF calculation runs entirely in your browser. Your individual answers and the calculated band never leave your device. We send one anonymous event to a privacy-respecting analytics service: your locale code and the band string (for example at_risk_31_36). No raw answers, no per-item data, no identifier of any kind.
Frequently asked questions
What does an IGDS9 score of 35 mean?
What does an IGDS9 score of 25 mean?
What does an IGDS9 score of 40 mean?
What is the cut-off for Internet Gaming Disorder on the IGDS9-SF?
BSMAS vs IGDS9 — are these the same?
Is my child addicted to gaming?
Is gaming bad for kids — what is the AAP guidance?
How healthy is X hours of gaming per day?
When does gaming become an addiction?
I play 6 hours on weekends but my life is fine — should I worry?
Is gaming disorder real — what is the WHO classification?
How is IGDS9-SF different from the longer IGD-20?
Can I retake this test in a few weeks to track change?
I lied about how much I play — what does that mean?
Does my data leave my device?
Sources
- Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale — Pontes HM, Griffiths MD — Computers in Human Behavior (2015) (peer reviewed, retrieved 2026-05-17)
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach — Petry NM, Rehbein F, Gentile DA, et al. — Addiction (2014) (peer reviewed, retrieved 2026-05-17)
- Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, Text Revision (DSM-5-TR) — Internet Gaming Disorder (Section III, Conditions for Further Study) — American Psychiatric Association (2022) (guideline, retrieved 2026-05-17)
- ICD-11 — Gaming disorder (6C51) — World Health Organization — International Classification of Diseases, 11th Revision (effective January 2022) (guideline, retrieved 2026-05-17)
- Validation of the ten-item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 criteria in an online sample of frequent gamers — Király O, Sleczka P, Pontes HM, Urbán R, Griffiths MD, Demetrovics Z — Cyberpsychology, Behavior, and Social Networking / Computers in Human Behavior (2017) (peer reviewed, retrieved 2026-05-17)
- AAP Council on Communications and Media — Media Use in School-Aged Children and Adolescents — American Academy of Pediatrics (AAP, 2016, reaffirmed) (guideline, retrieved 2026-05-17)