Global Burden Of Problematic Internet Use: An Umbrella Review and Metanalysis

This umbrella review and meta-analysis of 11 systematic reviews involving over 3 million individuals estimates the global prevalence of problematic internet use behaviors to range from 6% for gaming to 32% for smartphone use, while highlighting substantial methodological heterogeneity and a critical need for higher-quality, geographically diverse research.

Original authors: Schwarze-Taufiq, T., Weber, S., Larrain, B., Gatica-Bahamonde, G., Corazza, O., Neicun, J., Stein, D. J., Ioannidis, K., Demetrovics, Z., Chamberlain, S. R., Carmi, L., Zohar, J., Rumpf, H.-J., Hall
Published 2026-05-25
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Original authors: Schwarze-Taufiq, T., Weber, S., Larrain, B., Gatica-Bahamonde, G., Corazza, O., Neicun, J., Stein, D. J., Ioannidis, K., Demetrovics, Z., Chamberlain, S. R., Carmi, L., Zohar, J., Rumpf, H.-J., Hall, N., Menchon, J. M., Sales, C., Montag, C., Lindenberg, K., Susi, M., Huizink, A., Potenza, M. N., Pallanti, S., Morgan, N., Moreno, C., Purper-Ouakil, D., Brand, M., Yucel, M., Czako, A., Walitza, S., Burkauskas, J., Felvinczi, K., Smith, M., Wellsted, D., Jones, J., Dias, T. S., Foster, S., Mohler-Kuo, M., Neumann, I., Fongaro, E., Fally, S., Oliveira, H., Abregu-Crespo, R., Sepulveda-Palomo, M.

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). ⚕️ This is an AI-generated explanation of a preprint that has not been peer-reviewed. It is not medical advice. Do not make health decisions based on this content. Read full disclaimer

Imagine the internet as a massive, bustling global city. Most people walk through it, visit shops, chat with friends, and go home. But for some, the city becomes so captivating that they can't leave, get lost in the crowds, or spend all their time in one specific district to the point where it hurts their real life. This paper is like a giant "City Survey" that tried to figure out exactly how many people are getting stuck in this digital city.

Here is what the researchers found, broken down simply:

The Big Picture: A "Review of Reviews"

Instead of going out and asking people on the street themselves, the researchers acted like detectives looking at other detectives' notebooks. They gathered 11 major reports (called "systematic reviews") that had already looked at thousands of smaller studies. They then combined all the data from those smaller studies (involving over 3 million people) to get a clearer, global picture.

Think of it like trying to understand the weather. Instead of checking the sky yourself, you gather every weather report from the last few years, check how reliable the weathermen were, and then calculate the average temperature for the whole planet.

The Findings: How Many People Are "Stuck"?

The researchers looked at four different "districts" of the internet city and found that the number of people getting stuck varies wildly depending on which district you visit:

  • The Gaming District (Problematic Gaming): About 6% of people (roughly 1 in 16) are struggling here. This is the most studied area, but it has the lowest "stuck" rate.
  • The General Internet District (Problematic Internet Use): About 16% of people (roughly 1 in 6) are having trouble here.
  • The Social Media District (Problematic Social Media Use): About 23% of people (roughly 1 in 4) are struggling.
  • The Smartphone District (Problematic Smartphone Use): This is the most crowded "stuck" zone, with about 32% of people (roughly 1 in 3) having issues.

The Analogy: Imagine if you asked people if they were addicted to a specific video game, and 6% said yes. But if you asked if they were addicted to their phone in general, suddenly 32% said yes. The "device" itself seems to be the bigger problem than the specific games on it.

The Problem with the Map: Why the Numbers Are Shaky

While these numbers are interesting, the researchers found a huge problem with the maps they were using. They described the quality of the 11 reports they reviewed as "Low" or "Critically Low."

Here is why the map is blurry:

  1. Different Rulers: Some studies measured "addiction" with a ruler that was 10 inches long, while others used a ruler that was 20 inches long. One study might say, "If you play 2 hours, you're addicted," while another says, "You need to play 10 hours." Because they used different rules, the numbers don't line up perfectly.
  2. Different Crowds: Some studies only looked at university students, others looked at gamers, and others looked at the general public. It's like trying to guess the average height of all humans by only measuring basketball players.
  3. Missing Neighborhoods: Most of the data came from Europe and East Asia. There are very few reports from Africa, the Americas, or Southeast Asia. It's like having a weather report for London and Tokyo, but no data for the rest of the world.
  4. The "Pandemic" Effect: Many of the studies were done during the COVID-19 pandemic when everyone was stuck at home on their devices. This might have made the numbers look higher than they would be in normal times.

The "Messy" Conclusion

The paper concludes that while a significant chunk of the global population is likely struggling with internet use, we can't trust the exact numbers yet.

The researchers say we need to:

  • Standardize the Rulers: Agree on exactly what "problematic use" means so everyone measures it the same way.
  • Fill the Gaps: Go look at people in Africa, the Americas, and other under-researched areas.
  • Check the Tools: Make sure the questions we ask people are actually measuring the right thing.

In short: The internet city is huge, and a lot of people seem to be getting lost in it, especially on their phones and social media. But because everyone is using different maps and different rules to count them, we need to build a better, more consistent map before we can say exactly how big the problem really is.

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