The round table was held on June 28, 2020 on the IASGA platform. It was attended by representatives of different countries from Europe, USA, Morocco, Ethiopia, Egypt and various scientific disciplines: clinical psychology, psychiatry, psychotherapy, neurobiology.

During the round table, a wide range of issues related to the prevalence of serious psychosocial consequences and effective methods of treatment and prevention of game addictions were discussed. The participants of the round table unanimously noted the growth of game addictions among the population of their countries, and especially among children, teenagers and youth. During the quarantine period COVID-19 cases of problem and pathological games increased 2-3 times in the whole population.

Special attention was paid to aggressive, manipulative information technologies of game industry products which promote game addictions through involvement and retention of their clients in the game.

It was considered the destructive influence of game content on the development of personality, intellect, formation of worldview and values in children and teenagers.

The participants of the round table came to the conclusion that the problem of game addictions is little studied and requires further comprehensive research. Besides, the society is not well informed about the consequences and risk factors of game addictions.

Information gaming technologies are the main risk factor. Without large-scale restrictive measures we will not be able to change this situation for the better. These measures must concern the quality of the gaming industry’s products, i.e., the content of games, the exclusion of manipulative technologies of involvement and retention in the game.

Game addictions cause irreparable damage to the intellectual and spiritual potential of future generations, harming the mental and physical health of all population groups, especially children and teenagers.

The participants of the round table defined the first step to the effective prevention of game addictions as informing about the negative consequences of game addictions and conducting a large-scale in-depth study of all aspects of these behavioral dependencies. On the basis of the received factual data of these researches it will be possible to develop complex measures on regulation of this problem. The information will promote more responsible, critical attitude of the society to gaming technologies.

Information technology, including gaming technology, should be safe for human health and development at all ages and be a tool for learning and development.