Kelly Clancy
π€ SpeakerAppearances Over Time
Podcast Appearances
But many games are social and they're maybe playing, you know, some kind of with a team online and they're talking on their headsets and they're chatting.
And, you know, actually, I think during COVID, teenage boys apparently fared better
mentally, like mental health wise, they fared a bit better because they were playing games online with their friends.
So games are really inherently very social, even though they often have the stigma of being maybe more of a loner thing.
Right.
And so this is one of the kind of, you know, big dangers of games is they can be very addictive and companies in some cases are intentionally designing them to be that way.
I think that it's hard to really get numbers on this, but in terms of
the global population there's something like one to three percent are considered problematic gamers so like they have a problem or they're addicted to gaming and it's about the same for gamblers like i think it's something like one to three percent of the global population are addicted to gambling
And then you compare that to like alcoholism, that's like maybe 1.5% of the population.
So these are problems just as big as alcoholism.
And they actually have a lot more stigma because people have more trouble talking about it, going to seek help for it.
I think the highest rate of suicide attempts for, you know, among different addicted populations is for gambling addicts.
So it's actually pretty troubling in some ways as well.
Absolutely.
Great.
Thank you so much.