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Introduction: The understanding of gaming disorder as a mental health construct has been shaped predominantly by quantitative research. However, the lack of qualitative insights has been noted even by the WHO expert group, which has called for more descriptive and qualitative work with treatment-seeking gamers. To date, little cumulative evidence exists on how gaming disorder is represented in case studies and how these cases have evolved over time.
Goals and Methods: We conducted a meta-synthesis, in the form of a registered report, to systematically examine case studies of individuals with gaming-related problems. To focus on the particularities of treated cases, any studies applying systematic qualitative methods on larger qualitative datasets were excluded. This approach allows us to trace the historical development of problematic gaming and shed light on clinically relevant contexts of problematic videogame play. Using a two-phase coding workflow that combined deductive clustering with inductive theme and meta-theme generation, we aimed to identify (1) reported gaming-related problems, (2) reasons for seeking help, (3) perceived causal links between gaming and problems, and (4) the broader context of the cases.
Results: Although substantive findings are not yet available, several methodological insights worth sharing emerged during the process. First, synthesizing evidence from case studies is highly iterative and requires extensive piloting to ensure feasibility. Second, compared to quantitative meta-analyses, data extraction and synthesis methods demand substantial adaptation. Third, assessing the informativeness of case studies required the development of a new evaluation tool.
Conclusion: In this presentation, we will share our reflections on what worked well and what proved challenging in this study. As one of the very first meta-syntheses of case studies conducted within a registered report framework, our work will be further contextualized to highlight both its contributions and limitations.
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