What counts as an addiction — should compulsive shopping or gaming qualify?

Researchers are currently debating whether to classify problematic behaviors as addictions in the next edition of psychiatry’s “bible” of mental health disorders. The current version of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders, DSM-5, includes gambling disorder as a behavioral addiction, while all other addictions mentioned are tied to substances such as alcohol, tobacco, stimulants, marijuana and opioids

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In the new study, researchers compared three types of shoppers in a group of 241 German adults: those with a pathological desire to shop, dubbed “compulsive buyers”; “risky” or impulsive shoppers, whose buying behavior was influenced by external factors like advertisements or life events; and people who engaged in intentional, planned shopping.

The study, published Feb. 16 in the journal Comprehensive Psychiatry, found that compulsive buyers scored higher on measures linked to addictive behaviors, including distress and the use of shopping for emotional gratification or compensation. They also reported lower self-esteem and higher levels of anxiety and depression compared with the other shoppers. Additionally, compulsive shoppers showed higher levels of impulsiveness and weaker performance on tasks that measure self-control.


A recent study found that problematic shopping met at least some of the criteria for addiction. (Image credit: hoozone via Getty Images)

Together, the findings suggest that compulsive shopping is more than just a bad habit and should be classified as a behavioral addiction, the study researchers argue. But making that case requires a definition of addiction.

Dr. Nathan Carroll, a board-certified psychiatrist and author of “Internet Gaming Disorder: A Clinical Strategy Guide for Providers, Parents, and Players” (American Psychiatric Association Publishing, 2025), said addiction is defined by how much it disrupts a person’s life.

“When a behavior becomes so all-encompassing and so obsessive that you get functional impairment across multiple domains — socially, occupationally, educationally — that’s where it becomes an addiction,” Carroll told Live Science.

According to the DSM, a person can be diagnosed with gambling addiction if at least four of the following happen within one year:

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● Frequent thoughts about gambling (such as reliving past gambling or planning future gambling)

● Need to gamble with increasing amounts to achieve the desired excitement

● Repeated unsuccessful efforts to control, cut back on or stop gambling

● Restlessness or irritability when trying to cut down or stop gambling

● Gambling when trying to escape from problems or negative mood or stress

● After losing an item of value by gambling, feeling the need to continue to get even (“chasing” one’s losses)

● Often gambling when feeling distressed

● After losing money gambling, often returning to get even

● Lying to hide the extent of gambling involvement

● Losing important opportunities, such as a job or school achievements or close relationships, due to gambling

● Relying on others to help with money problems caused by gambling

Mark Griffiths, a behavioral addiction researcher at Nottingham Trent University in the U.K., has studied a wide range of compulsive behaviors, including gambling, video gaming, internet use, exercise, work, and social media or smartphone use. He has also investigated excessive tanning, TV binge-watching, dance obsession, and even the obsessive viewing of eating videos, called mukbang.

Through four decades of research, Griffiths identified these six key criteria that help define addiction, which applies to both substance addictions and behavioral addictions:

Salience: The behavior becomes the most important activity in a person’s life.Mood modification: The person uses the behavior to change how they feel.Tolerance: Increasing amounts of the activity are needed to achieve the same effect.Withdrawal: Stopping the behavior triggers negative psychological or physical symptoms.Conflict: The behavior harms relationships, work or education.Relapse: The person repeatedly returns to the behavior after trying to stop.

Griffiths noted that people need to meet all six of his criteria for their behavior to be classified as an addiction. According to his criteria, very few people would be classified as having a true shopping or gaming addiction, he told Live Science.

More often, people meet several criteria but not all of them, in which case the behavior may be better described as “problematic” rather than truly addictive.

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