MILDECA has published the sixth edition of its Harris Interactive Barometer on digital usage among the French. The 2026 edition reveals a major finding: spending within video games is a more relevant indicator of problematic usage than mere playing time.

In-app purchases reveal difficulties

The survey establishes a strong link between spending and problematic usage. Among players reporting difficulties, 72% make in-app purchases several times a week, compared to only 11% among those without difficulties. 62% indicate often spending more than planned during their sessions.

Incentive mechanisms play a decisive role: 85% of players have already bought items due to time-limited bonuses, 82% to avoid a disadvantage in the game, and 80% made an unplanned purchase after launching the game.

At-risk populations and prevention

The barometer identifies the most exposed populations: young adults, high-spending players, esports bettors, smartphone users, and individuals with psychological vulnerabilities. 32% of people reporting serious psychological difficulties report poor control over their practice, compared to 2% of those without difficulties.

An encouraging point: 72% of players experiencing significant difficulties have already taken steps to better control their practice, highlighting the need for visible and accessible support services.

To delve deeper into these results, consult the full barometer.

Source: MILDECA / Harris Interactive 2026 "Screens" Barometer

This summary aims to be transparent and neutral. Disconnecto acts here as an observer of the digital landscape, without taking a stance. We invite you to consult the original source for a complete reading.

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