Hello Emma,
Overall result
Digital use worth watchingProblematic digital use stands out in certain areas in particular. This is not a diagnosis: the profile describes a relationship with certain online activities that has become hard to regulate, often in the service of managing emotions, boredom or connection.
Your profile at a glance
Detailed analysis
This tendency is clear in you — here is what it reveals, to understand and move forward.
Dependency on online video games, mobile games or online gambling
Your high score points to video-game use that is hard to regulate and that can encroach on sleep, obligations or relationships. Modern games are designed to maximise engagement (goals, progressive rewards, a social dimension, intermittent reinforcement), which makes self-regulation objectively difficult — it is not a matter of willpower. One way of reading it, to weigh against your own experience, is that gaming often fills one or more functions: achievement and competence (progressing, succeeding), social connection (playing with others), escape (getting away from stress or boredom), emotional regulation. Identifying which of these functions dominates for you is valuable, because it points to the real need to be met in another way. Gaming is not the problem in itself — many people play without difficulty — but its place, when it throws the rest off balance, deserves attention.
Recommendations
- ✓Identify precisely what gaming gives you (achievement, connection, escape, soothing): that is the need you'll also have to nourish another way.
- ✓Set external limits rather than relying on willpower: a timer, defined gaming hours, gaming outside the bedroom, planned sessions.
- ✓For the social dimension, tell real connection (playing with friends) apart from mere online presence, and also nourish off-screen bonds.
- ✓If gaming throws your life off balance for the long term (sleep, work, relationships) despite your attempts, support in behavioural addiction care offers a fitting framework.
This tendency is present in you — here is what it sheds light on.
Compulsive buying behaviour on the Internet (e-commerce, auctions, in-app)
This moderate score points to a tendency toward online purchases that are hard to control. Online buying combines ease of access (one click), instant gratification and a softening of the 'pain of paying' (cashless payment), all of which feed impulsivity. One avenue, to weigh against your own experience, is that compulsive buying often serves to regulate an emotion (to comfort yourself, to make up for a frustration, to fight boredom): the pleasure lies in the anticipation and the act of buying more than in ownership, which explains the dissatisfaction that often follows. The moderate level of the score suggests a tendency that is present but not overwhelming. Reintroducing 'friction' (delays, a cart set aside) and identifying the emotion that precedes a purchase are effective levers for regaining choice.
Recommendations
- ✓Set a delay rule (24-48h between the urge to buy and the purchase): most impulse buys don't survive that wait.
- ✓Spot the emotion that precedes a purchase (boredom, sadness, frustration) and prepare an alternative response to that need.
- ✓Reintroduce friction: remove saved cards, uninstall shopping apps, unsubscribe from promotional newsletters.
- ✓Keep a log of impulse buys and the emotion felt afterwards: noticing the frequent dissatisfaction helps defuse the reflex.
This tendency is present in you — here is what it sheds light on.
Compulsive consumption of online content (streaming, videos, news, pornography)
Your moderate score points to hard-to-regulate consumption of online content (videos, series, news feeds, infinitely scrolling content). 'Infinite scroll' and autoplay are precisely designed to remove natural stopping points, which is why we keep going well beyond our initial intention. One avenue, to weigh against your own experience, is that this consumption frequently serves as avoidance (of a task, of an emotion) or as a way to fill boredom, rather than a genuine choice. The moderate level of the score suggests use worth watching more than overwhelming use. Reintroducing stopping points (time limits, turning off autoplay) and identifying what the consumption lets you avoid are the main levers. As with the other areas, it is the function (escape, avoidance) more than the activity itself that deserves to be addressed.
Recommendations
- ✓Turn off autoplay and infinite scroll where possible: restoring natural stopping points sharply reduces over-consumption.
- ✓Decide in advance on a duration or a number of episodes/videos, and use a timer as a stop signal.
- ✓Spot what the consumption lets you avoid (a task, an emotion, boredom) and address that need directly.
- ✓Set aside content-free windows (especially before bed, to protect your sleep).
This tendency is present in you — here is what it sheds light on.
Dependency on forms of digital communication (messaging, forums, chats)
This moderate score points to hard-to-regulate use of communication tools (messaging, online exchanges), with frequent checking. The social nature of these tools makes them especially 'sticky': they touch the need to belong and the fear of missing an important message. One avenue, to weigh against your own experience, is that compulsive checking often seeks to ease a faint anxiety (to be reachable, to miss nothing, to keep the bond alive) more than it answers a real necessity. The moderate level of the score suggests use worth watching. Telling apart the communication that genuinely nourishes connection from reflex checking, and setting windows of availability rather than permanent reachability, lets you reclaim attention for the present moment and the people physically there.
Recommendations
- ✓Turn off non-essential notifications and set dedicated windows for checking messages rather than replying in real time.
- ✓Tell apart the exchanges that nourish connection (a real conversation) from reflex 'just in case' checking: cut back the second.
- ✓Tell those close to you about owned windows of unavailability, to ease the pressure of permanent reachability.
- ✓Protect moments of full presence (meals, face-to-face exchanges) by keeping the phone out of reach.
Profile synthesis
Your profile shows digital use worth watching, with a standout point on video games and moderate tendencies in shopping, content and communication. The key thing to understand is that these different areas share a common mechanism: activities designed to maximise engagement (intermittent reinforcement, removal of stopping points, a social dimension) in the service of psychological FUNCTIONS (achievement, connection, escape, emotional regulation, fighting boredom). It is therefore not a willpower problem, but the meeting of very effective devices with real needs. An integrative reading, to weigh against your own experience, suggests that identifying the dominant FUNCTION of each use (what are you really looking for?) is more useful than fighting the time spent, because it lets you meet the need another way. It's important to recall that this test describes tendencies and makes no diagnosis: intensive use is only problematic if it throws off balance what matters to you. The encouraging fact is that most dimensions remain moderate, which offers a favourable window for action, and that the levers (environmental friction + addressing the underlying need) are concrete and effective. At 36, rebalancing the place of digital life is entirely within reach. If this reading speaks to you, it can guide your efforts; if not, your own experience is what counts.
How your dimensions interact
The four areas of your profile, despite their apparent diversity (gaming, shopping, content, communication), share two common denominators: a design built to maximise engagement and a FUNCTION of regulating an internal state. One possible dynamic, to weigh against your own experience, is that these uses reinforce themselves through intermittent reinforcement (unpredictable rewards) and that they serve to fill boredom, to avoid a task or an emotion, or to sustain a sense of connection and achievement. The fact that video games stand out more suggests that the achievement/escape function is especially active for you. The practical implication is twofold and cross-cutting: on the one hand, acting on the ENVIRONMENT (friction, limits, removing triggers) rather than on willpower alone; on the other, identifying and nourishing in another way the underlying NEED (achievement and connection off-screen, emotional regulation, managing boredom). Working on these two levers tends to ease all the areas at once, because they address the common mechanism rather than each symptom in isolation.
Your action plan
Right now
- →This week, for each marked use identify the dominant function (achievement, connection, escape, boredom, emotional regulation): it's the key to lasting change.
- →Put one friction in place per area: a timer for gaming, a 24h delay for purchases, autoplay turned off, notifications cut.
- →Protect a digital-free window (before bed) to preserve your sleep and observe the effect.
In the coming weeks
- →Over 1 to 3 months, nourish the identified needs another way (achievement and connection off-screen, emotional regulation, activities against boredom) and consolidate the environmental limits.
- →Work on emotional regulation (heart coherence, alternatives) for the uses that serve to ease a tension.
- →Take a regular stock of your balance (sleep, relationships, activities) to adjust and keep motivation alive.
In the long run
- →Over 6 to 12 months, aim for chosen, balanced digital use: a measurable goal = problematic areas brought back to a use that no longer throws your life off balance. Steps: consolidate the adjustments, anchor the alternatives, prevent shifting from one area to another.
- →Build a lasting balance between digital gratifications and off-screen sources of satisfaction (real achievement, bonds, activities).
- →If one area stays out of control despite these efforts, support in behavioural addiction care or CBT offers an effective, non-judgemental framework.
Avenues to explore
These are hypotheses, not conclusions. You are the one who knows whether they resonate.
It may be that each of your digital uses serves a precise function (achievement, connection, escape, regulating boredom), and that addressing that need is more effective than fighting the use itself.
Check for yourself: For your most marked use, ask yourself: what does this give me that I don't get otherwise? The answer points to the need to nourish differently.
A possible explanation would be that your difficulties regulating stem from the design of the platforms (intermittent reinforcement, absence of stopping points) more than from a lack of willpower.
Check for yourself: Compare a use with friction (a timer, autoplay off) and one without: if the friction changes everything, the environment, not your willpower, was the issue.
It may be that cutting back one area without addressing the underlying need leads you to shift it onto another (from gaming to content, for instance).
Check for yourself: If you've already cut back one use, observe: did another go up to compensate? That shift reveals a common need not yet addressed.
9 clinical reading frameworks are applied to your profile below — the exact number announced for this test.
Reading frameworks
Recognised clinical frameworks applied to your profile, as additional perspectives to weigh.
Nervous system state — regulation through digital stimulation
Digital life can serve to modulate the state of the nervous system: stimulating against boredom (dorsal state) or escaping/soothing against tension. Spotting the state you're trying to regulate opens other paths (movement, connection, breathing). Are you more often trying to stimulate yourself or to soothe/escape?
Cognitive pattern — permission / justification
Compulsive uses often grant themselves permission through permissive thoughts ('I've earned it', 'just one round/episode/purchase'). To explore: do you recognise these justifications at the moment of giving in?
Cognitive pattern — minimisation
A tendency to minimise the impact ('I've got it under control', 'it's not that often') can hold back change. To check: do you play down the time or money actually involved?
Early schema — insufficient self-control / self-discipline
Difficulty regulating these uses can echo a low self-discipline schema, often tied to difficulty tolerating boredom or frustration. To weigh against your history: has delaying gratification always been hard for you?
Attachment — Sources: John Bowlby (1969) ; Kim Bartholomew, Leonard Horowitz (1991)
Cognitive distortions — Sources: Aaron Beck (1976) ; David Burns (1980)
Young's schemas — Sources: Jeffrey Young (1990)
Polyvagal theory — Sources: Stephen Porges (2011) — proposed/debated theory
Additional clinical frameworks
Recognised models for this domain, applied to your profile as hypotheses to weigh — not a diagnosis.
Models of addictive behaviour
Components model of addiction (Griffiths)
Griffiths describes six components (salience, mood modification, tolerance, withdrawal, conflict, relapse) applicable to behavioural digital addictions. This framework places use on a continuum, without a label. How many of these components do you recognise, and in which area above all?
Sources: Mark Griffiths (2005)
Intermittent reinforcement (Skinner)
Games, content and messaging exploit intermittent reinforcement (unpredictable rewards), the most powerful schedule for anchoring a behaviour. Understanding it relieves guilt and points toward changing the environment. Do you feel an urge to check/keep going 'just in case' there's something new?
Sources: B. F. Skinner (1953)
Cross-cutting frameworks
Emotional regulation (Gross)
Emotional regulation (Gross) is central: if the use regulates a state (boredom, tension, avoidance), developing other strategies reduces the need at its root. Which state are you most often trying to change by turning to these activities?
Sources: James Gross (1998)
Psychological flexibility (ACT, Hayes)
Psychological flexibility (ACT) invites you to act toward your values despite the discomfort (the urge to play/scroll/buy): clarifying what matters gives a stronger direction than fighting. Toward what would you like to redirect the time and energy reclaimed from digital life?
Sources: Steven C. Hayes (2006)
Self-compassion (Neff)
Neff's self-compassion helps break the guilt → use → guilt cycle: kindness toward yourself after a slip supports change better than self-criticism. How do you treat yourself after a session that ran longer than planned?
Sources: Kristin Neff (2003)
These frameworks do not constitute a medical diagnosis.
Resources & exercise
7-day observation journal
Each day, spot one situation where “Video games” showed up. Note the automatic thought, the emotion (0–100) and what you did. Then write one more balanced, alternative reading. After 7 days, re-read your notes: the recurring patterns become visible — the first step to change them.
Support resources
If you are struggling, you are not alone. United States: call or text 988 (Suicide & Crisis Lifeline, 24/7). Elsewhere: find your local line at findahelpline.com. This report supports self-knowledge and does not replace a consultation with a psychologist or doctor.
Your answers in detail
1. Do you spend more time than you intended playing video games or online games?
Answer : Often
You answered "Often". Can you tell me a little more about when this comes up?
Mostly with video games in the evening: I mean to play one round and I find myself playing much later than I'd planned.
2. Do you frequently think about gaming when you're not playing?
Answer : Sometimes
And how long have you been noticing this?
For a few years now, and it clearly encroaches on my sleep and sometimes on my work the next day.
3. Have you spent money excessively in games (microtransactions, loot boxes, betting)?
Answer : Sometimes
4. Do video games have a negative impact on your sleep, work or relationships?
Answer : Sometimes
5. Do you feel irritable or restless when you can't play?
Answer : Often
6. Have you tried to cut down your gaming time without succeeding?
Answer : Rarely
7. …
The next questions (7, 8…) continue in your test. This sample only shows the beginning — the full test has 60 questions, and every answer refines your report.
What now?
You've just seen what your answers reveal. Your Full Assessment goes further: a personalized, step-by-step path to turn this understanding into concrete change — at your own pace.
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