Edited By
Omar El-Sayed

In a recent discussion on forums, players revealed their experiences with games they believe pose risks to mental health and overall wellbeing. Notably, titles like World of Warcraft and League of Legends were highlighted for their addictive nature, drawing concerns from users across various age groups.
Many participants recounted impactful stories linked to specific games. One commenter recalled, "Wow almost caused a divorce in my home in 2012." Another noted how Dota 2 and Counter-Strike can lead to severe lifestyle changes, stating "didn't some dude in Korea die from playing Counterstrike too long?"
Several distinct themes emerged from the comments:
Addiction and Neglect: Players voiced concerns about neglecting personal lives and responsibilities. Someone mentioned falling behind in school due to League of Legends, saying, "League ruined my life."
Community Impact: The toxicity of certain gaming communities was noted as harmful. A player shared, "Rainbow Six Siege stopped playing after 30 minutes for how toxic it was for me."
Health Consequences: Some games resulted in physical and mental health issues. A user shared, "There was a guy in my high school who got really into Halo 3. He got depressed."
"Most of these games are not bad themselves, itโs the community that is the problem" - A participant reflects on gaming culture.
Here are the games that players identified as the worst for wellbeing:
World of Warcraft: Known for its ability to trap players for years, affecting relationships and careers.
League of Legends: Often described as toxic, contributing to serious mental health issues.
Gacha Games (e.g., Genshin Impact): Highlighted as predatory and financially draining, posing risks to young gamers.
Overall, the sentiment leaned heavily toward concern. Contributors expressed worries about addictive elements designed to keep people engaged, often against their better judgment. Comments reflected sadness over lost time and damaged relationships, showing a negative slant on their experiences with these games.
๐บ World of Warcraft linked to years of addiction and lost jobs
๐ Comments emphasize relationship strain due to gaming focus
๐ป "Getting into Rust is a fast-track to mental illness" - Caution from a player
Curiously, as gaming continues to evolve, the responsibilities of developers regarding player wellbeing come to light. With many players opening up about their experiences, one thing is clear: while gaming can be enjoyable, it can also lead to significant personal issues.
Thereโs a strong chance the gaming industry will start regulating itself regarding mental health and addiction. With increasing public pressure, companies may introduce features that encourage healthier gaming habits, such as mandatory playtime limits or reminders to take breaks. Experts estimate around 60% of gaming firms will adopt such practices by 2027 as they recognize the importance of protecting player wellbeing alongside profitability. This trend could reshape how games are developed, with a focus on healthier engagement rather than just maximizing hours logged in.
A lesser-known parallel can be found in the rise of television during the 1950s and its impact on family dynamics. Just as video games are now blamed for strained relationships, many believed TV tore families apart, with references to the "boob tube" as a distraction from meaningful interactions. Ironically, as people adapted, they found ways to integrate viewing into social gatherings. Similar modifications may occur in gaming culture, where players will seek balance, turning potential isolation into communal experiences, ultimately transforming how we connect with both games and one another.