Question: Do you personally recognize AI Addiction (specifically to Generative AI like LLMs, Diffusion Models, and AI partners) as being as common as video game addiction as of your expierence from the end of 2025?
Description: This poll serves as an independent sentiment check to supplement the prediction market: Will AI addiction be recognized?
Scope of "AI": For the purposes of this poll, AI refers to Generative AI and user-facing creative tools (e.g., ChatGPT/Claude, Midjourney/Stable Diffusion, Replika/Character.ai, and AI-centric belief systems).
Excluded: Internal products like social media recommendation engines, search algorithms, or ad-targeting systems.
Context for 2025: By late 2025, some researchers may identify "Generative AI Addiction Syndrome" (GAID) as a distinct behavioral pattern involving co-creative dependency.
While Video Game Addiction (Gaming Disorder) is a clinically recognized condition affecting approximately 3–5% of gamers globally, 2025 saw a surge in "digital attachment disorders" linked to conversational AI.
This poll asks if you believe the prevalence of problematic generative AI use has now reached parity with that of problematic gaming.
Scope of "AI": This refers to Generative AI and its ecosystem, distinct from passive recommendation algorithms. Examples of addiction/dependency patterns include:
Sora / Video Generation: Compulsive "prompt-looping" in apps like Sora Social or Kling, where users spend hours daily iterating on hyper-realistic scenes to "perfect" a vision.
AI Partners: Emotional dependency on chatbots (e.g., Replika, Character.ai, or custom GPTs) for romantic companionship, often resulting in withdrawal from human social circles.
AI as Religion: Spiritual or existential reliance on AI "oracles" or faith-based movements (e.g., the revival of Way of the Future or Theta Noir) where users view LLMs as sacred or omniscient guides.
Music Generation: Creative dependency on tools like Suno or Mureka, where the "instant hit" of generating a professional-quality track becomes a primary source of dopamine and creative identity.
Answers:
Yes (I believe it is at least as common)
No (I believe gaming addiction is still significantly more common)
N/A (New Information for me/ I am biased)
Supporting Data & Context (2025/2026)
Prevalence Comparison: As of 2025, gaming disorder is estimated to affect roughly 60 million people worldwide. In contrast, emerging studies from late 2025 (e.g., Frontiers in Public Health) suggest that while general AI dependence scores remain lower than social media scores, "high-intensity" users: those engaging with LLMs for over 5 hours a day, show similar reinforcement patterns to clinical behavioral addictions.
Diagnostic Status: While the WHO recognized Gaming Disorder in 2018, "AI Addiction" remains a debated clinical term as of early 2026, often categorized under broader "Internet Use Disorders" or "Digital Attachment."
The "AI Meaning" Distinction: This poll specifically isolates the "co-creative" loop of Generative AI, which creates a different psychological hook (personality/companion-based) than the "reward-loop" typical of background recommendation engines.
Resolution Criteria
This poll resolves based on your personal assessment as of late 2025/early 2026. You are voting on whether you personally recognize AI addiction (specifically generative AI tools like LLMs, diffusion models, and AI companions) as being at least as common as video game addiction based on your own experience and observations.
Yes resolves if you believe problematic generative AI use has reached parity with or exceeds the prevalence of gaming disorder.
No resolves if you believe gaming addiction remains significantly more common than AI addiction.
N/A resolves if this represents new information to you or you feel too biased to assess fairly.
Background
Video game addiction (Gaming Disorder) is clinically recognized by the WHO since 2018 and affects an estimated 3–5% of gamers globally, or roughly 60 million people worldwide. In contrast, "AI Addiction" remains clinically debated as of early 2026, typically categorized under broader internet use disorders rather than as a distinct diagnosis. However, emerging 2025 research suggests high-intensity generative AI users (5+ hours daily) show similar reinforcement patterns to clinical behavioral addictions, particularly around co-creative tools (image/music generation), conversational AI companions, and LLM-based systems.
Considerations
This poll isolates generative AI's "co-creative loop"—where users iteratively refine outputs with AI—which creates different psychological hooks (personality/companion-based dependency) than passive recommendation algorithms or social media feeds. The scope explicitly excludes internal systems like recommendation engines and ad-targeting, focusing only on user-facing creative tools where direct interaction drives engagement.
Resolution Criteria
This poll resolves based on your personal assessment as of late 2025/early 2026. You are voting on whether you personally recognize AI addiction (specifically generative AI tools like LLMs, diffusion models, and AI companions) as being at least as common as video game addiction based on your own experience and observations.
Yes resolves if you believe problematic generative AI use has reached parity with or exceeds the prevalence of gaming disorder.
No resolves if you believe gaming addiction remains significantly more common than AI addiction.
N/A resolves if this represents new information to you or you feel too biased to assess fairly.
Background
Video game addiction (Gaming Disorder) is clinically recognized by the WHO since 2018 and affects an estimated 3–5% of gamers globally, or roughly 60 million people worldwide. In contrast, "AI Addiction" remains clinically debated as of early 2026, typically categorized under broader internet use disorders rather than as a distinct diagnosis. However, emerging 2025 research suggests high-intensity generative AI users (5+ hours daily) show similar reinforcement patterns to clinical behavioral addictions, particularly around co-creative tools (image/music generation), conversational AI companions, and LLM-based systems.
Considerations
This poll isolates generative AI's "co-creative loop"—where users iteratively refine outputs with AI—which creates different psychological hooks (personality/companion-based dependency) than passive recommendation algorithms or social media feeds. The scope explicitly excludes internal systems like recommendation engines and ad-targeting, focusing only on user-facing creative tools where direct interaction drives engagement.
https://manifold.markets/dmayhem93/will-ai-addiction-be-recognized-and