Game on but pay the price: Hyperfocus, flow, escapism, self-efficacy, and burnout among video gamers with ADHD traits.
Hyperfocus and flow are not the same—hyperfocus links to burnout, flow to self-efficacy—so screen gamers with ADHD traits for both states separately.
01Research in Context
What this study did
Wallisch et al. (2026) asked adults with ADHD traits about their video-game habits. They used an online survey to measure hyperfocus, flow, escapism, self-efficacy, and burnout.
The team split the sample into formally diagnosed ADHD and self-diagnosed ADHD gamers. Then they looked at which gaming states predicted good or bad outcomes.
What they found
Flow and hyperfocus acted differently. Flow boosted self-efficacy, the belief 'I can do this.' Hyperfocus raised burnout, the feeling 'I am worn out.'
The links were not the same for everyone. Formally diagnosed and self-diagnosed groups showed different patterns, so a single score can hide important differences.
How this fits with other research
Cramm et al. (2009) also used surveys and found that wishful-thinking coping partly explains burnout in disability support staff. Both studies warn that burnout has more than one pathway.
Sturmey et al. (1996) showed step counters give an objective, dimensional view of hyperactivity. Anna’s work extends that idea into the digital world: gaming states can be measured on a continuum rather than yes-or-no checklists.
Muniandy et al. (2022) profiled stress in autistic adults and found low-resilience clusters feel more perceived stress. Anna’s ADHD gamers add the point that hyperfocus, not just daily hassles, can drain energy.
Why it matters
If you assess teens or adults with ADHD who game, ask separate questions about flow (‘I lose track of time because I enjoy the game’) and hyperfocus (‘I lose track of time because I can’t stop’). One fuels confidence; the other fuels burnout. Tailor supports accordingly: reinforce flow states for skill building, and insert break cues when hyperfocus shows up.
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02At a glance
03Original abstract
Hyperfocus-an intense, uncontrollable state of attention-has gained attention for its dual adaptive and maladaptive outcomes and its potential role in gaming experience. Although distinguishing hyperfocus from flow during gameplay may be challenging, their predictive factors (e.g., escapism motivation) and consequences (e.g., burnout, self-efficacy) may differentiate the two constructs. However, the distinction between hyperfocus and flow in gaming contexts - particularly regarding their psychological outcomes and statistical predictors - remains insufficiently understood. The aims of this study were to a) establish possible differences in hyperfocus and flow as potential predictors of negative (cognitive, emotional burnout) and positive (self-efficacy) psychological outcomes among adult video gamers with ADHD traits, and b) compare these outcomes between individuals with a formal ADHD diagnosis and with an ADHD self-diagnosis. Data from 310 participants with ADHD traits were analyzed. First, an exploratory correlation analysis was conducted. Then, the relationships between hyperfocus, flow, escapism motivation, self-efficacy, and burnout were compared between persons with a formal ADHD diagnosis (N = 174) and self-diagnosis (N = 136) using the Mann-Whitney test, network analysis, and two PLS-SEM models. Flow and hyperfocus differed in both predictors and outcomes, with flow associated with greater self-efficacy and hyperfocus predicting higher burnout. Group comparisons indicated complex patterns: self-suppression escapism predicted flow only in the self-diagnosis group, while also predicting hyperfocus in both groups. Hyperfocus and flow emerge as qualitatively distinct states with different predictors and consequences. Furthermore, systematic differences between formally diagnosed and self-diagnosed individuals with ADHD traits underscore the necessity of distinguishing these subgroups in research on ADHD-related experiences.
Research in developmental disabilities, 2026 · doi:10.1016/j.ridd.2026.105241