Can Game Addiction Be Prevented?

Seventeen of the eighteen most “addictive” games share one design feature: they never end.

That’s not hyperbole—it’s a pattern psychologists documented in 2024 when analyzing which titles players struggle most to quit. Games like Fortnite, World of Warcraft, and League of Legends generate content indefinitely, ensuring the finish line perpetually moves. The single outlier, Skyrim, compensates with hundreds of hours of explorable content. This design choice isn’t accidental. Game developers employ behavioral scientists who understand exactly how to trigger dopamine loops that keep players returning. Limited-time events with golden armor that disappears forever. Loot boxes with 0.08% drop rates. Algorithms monitoring your play patterns to make the game just challenging enough that quitting feels like giving up.

Which raises an uncomfortable question: if games are engineered to override self-control, can addiction actually be prevented? Or are we just treating inevitable casualties of sophisticated manipulation?

The WHO added gaming disorder to its disease classification in 2018. The American Psychiatric Association lists it as needing further study. Yet even as the medical establishment debates terminology, an estimated 1.7% to 10% of U.S. gamers show signs of addiction—anywhere from 5 million to 30 million people. The range is massive because researchers can’t agree on what counts as addiction versus heavy use. Some players game 10 hours daily and thrive. Others play 2 hours and watch their lives collapse.

This isn’t about demonizing gaming. Most of the 3.4 billion people who play video games worldwide don’t develop problems. But for vulnerable individuals—those with ADHD, depression, low self-esteem, or trauma—these games fulfill needs that real life doesn’t. They provide clear progress markers, immediate rewards, social connection, and an escape from anxiety. When someone’s actual life offers none of these things, a game that delivers all of them on demand becomes irresistible.

The prevention debate splits into two camps. One side argues prevention is possible through time limits, parental controls, and education about healthy gaming. The other points out that treating symptoms while ignoring that the product itself is designed to be addictive is like preventing smoking by asking people to use willpower while tobacco companies optimize nicotine delivery.

Both sides have evidence. Both sides have major gaps in their logic. Understanding prevention requires understanding this tension—and recognizing that the answer isn’t simple.

The Prevention Paradox Nobody Talks About

Here’s what makes gaming addiction prevention uniquely difficult compared to other behavioral addictions: the industry actively resists it.

When gambling addiction became a public health crisis, casinos implemented self-exclusion programs and betting limits. When alcohol addiction rates climbed, beverage companies at least paid lip service to responsible drinking campaigns. But when South Korea passed the “Cinderella Law” in 2011, prohibiting children under 16 from gaming between midnight and 6 AM, the global gaming industry exploded in protest. The Entertainment Software Association called any addiction labeling “reckless” and claimed it “trivializes real mental health issues.”

The gaming industry generates $184 billion annually. That’s more than movies and music combined. These companies pay behavioral psychologists specifically to make games harder to quit. Every notification, reward timing, and social pressure point is optimized for engagement.

A 2023 study examining prevention strategies found that gamers themselves oppose the most effective interventions. Among players surveyed, 65% disapproved of in-game shutdown features that would force breaks. Only 25% supported inpatient addiction services. Players were more favorable toward “informed decision-making” approaches—essentially, learning about risks and making their own choices.

This creates the paradox: the most effective prevention methods face the strongest resistance from both the industry (profits) and players (freedom). Meanwhile, the approaches people actually support—education and self-directed limits—show mixed results at best.

Research by Johns Hopkins in 2024 revealed another problem. Some prevention interventions create rebound effects. When adolescents were prohibited from gaming, some searched for gaming-related pornography or developed more harmful compensatory behaviors. Abstinence-only approaches can backfire in ways that make the original behavior look preferable.

Even the 50% natural recovery rate suggests the problem might self-correct for many people. As one recovered player put it: “I tried to quit eight times. The ninth worked because my life finally had something better than gaming.” He didn’t need treatment. He needed a life worth living.

Prevention, then, isn’t just about stopping gaming. It’s about building a life where gaming doesn’t fill every void.

What Actually Works (According To Evidence)

Cognitive Behavioral Therapy remains the gold standard for treating existing addiction. A 2024 umbrella review examining all published meta-analyses found CBT effectively reduces gaming disorder symptoms and depression in the short term. But—and this is critical—CBT’s effectiveness at reducing actual time spent gaming is unclear. People feel better, but they don’t necessarily play less.

For prevention specifically, here’s what research supports:

Parental involvement makes the difference for children. One study found that including parents in a child’s treatment significantly improved outcomes. This isn’t about hovering or confiscating devices. It’s about parents understanding why their child games excessively and addressing those underlying needs. If a kid games to escape bullying at school, taking away the console doesn’t solve bullying. It just removes their coping mechanism without replacing it.

Structured time limits work—if consistently enforced. The American Academy of Pediatrics recommends no more than two hours daily of recreational screen time for school-aged children. Research shows this can prevent problematic patterns from forming. The challenge is enforcement, especially when everyone around the child is also gaming.

Alternative activities need to match gaming’s appeal. Telling a gamer to “go outside” or “read a book” fails because those activities don’t trigger the same reward responses. But competitive sports, learning instruments with clear progression systems, or creative projects with measurable outcomes can compete with gaming’s allure. One recovery program reported success rates improved when they helped individuals find activities that provided challenge, social connection, measurable growth, and purpose—the same four needs gaming fulfills.

Early screening catches at-risk individuals. Gaming addiction correlates strongly with ADHD (30-50% of gaming disorder patients have ADHD), depression, and anxiety. Screening adolescents for these conditions and treating them reduces addiction risk. This supports the theory that gaming disorder is often a symptom of untreated mental health issues rather than a primary disorder.

Education works best when it’s specific, not fear-based. Generic warnings about “too much screen time” get ignored. But teaching teenagers about how games manipulate them—showing them the specific psychological tactics developers use—can trigger critical thinking. When players understand they’re being engineered to play more, some resist that manipulation.

The PIPATIC program, designed for 12-to-18-year-olds, combines multiple interventions: psychoeducation, CBT, interpersonal therapy, family sessions, and lifestyle development. Initial results showed promise in reducing symptoms and improving well-being over six months. This multi-pronged approach outperformed single-intervention strategies.

What Doesn’t Work (But People Keep Trying)

Cold turkey quitting has the lowest success rate. Research consistently shows that complete abstinence is the hardest approach with the highest relapse rate. For most people, gaming serves a function. Removing it without replacing that function creates a vacuum.

Shame and guilt worsen outcomes. Parents who blame, criticize, or treat gaming as a moral failing drive kids deeper into games as an escape. Gaming communities become more accepting than their families.

Screen time tracking apps and digital detoxes show minimal long-term impact when used alone. People comply during the detox, then return to previous patterns. The detox doesn’t address why they were gaming excessively.

Generic willpower approaches ignore neuroscience. Telling someone with depression to “just play less” is like telling someone with asthma to “just breathe better.” When gaming is regulating mood, providing social connection, or offering the only source of achievement in someone’s life, willpower isn’t enough.

Medication remains experimental. While some studies found promise in bupropion (an antidepressant also used for nicotine addiction), no medication is FDA-approved for gaming disorder. Medication should only be considered for co-occurring conditions like ADHD or severe depression.

Waiting for the problem to become severe backfires. By the time someone meets the clinical criteria for gaming disorder (five or more symptoms for 12 months causing significant life impairment), prevention has failed. Early intervention at the “problematic but not yet disordered” stage is crucial.

The Design Problem We’re Not Addressing

Prevention strategies treat gaming disorder as an individual failing rather than a design problem. But consider these mechanics that modern games deliberately employ:

Infinite content loops. MMORPGs never end. There’s always another level, another raid, another season. Finishing is impossible, so stopping feels arbitrary.

Social obligation mechanics. When your guild depends on you for raids, quitting means letting down real people. Games weaponize social bonds.

FOMO engineering. Limited-time events and season passes create fear of missing out. The “golden armor” that’s only available this week triggers anxiety about permanent loss.

Variable ratio reinforcement. Loot boxes and random drops use the same psychology as slot machines. The unpredictability keeps people engaged longer than predictable rewards.

Just-one-more mechanics. Games are designed to end sessions at cliffhangers. You died right before beating the boss. One more try. One more match. One more turn.

Sunk cost amplification. After investing 1,000 hours, quitting feels like wasting all that progress. The more you play, the harder it becomes to stop.

Some argue the gaming industry should implement preventive measures voluntarily. But companies that do this risk competitive disadvantage. If Epic Games adds mandatory breaks to Fortnite while competitors don’t, players migrate to the competitors.

South Korea’s experience is instructive. After implementing and then repealing the Cinderella Law, they shifted to a “cultural approach”—education, family support, and treatment resources rather than top-down controls. Results were mixed. Education increased awareness, but addiction rates didn’t significantly decline.

The Netherlands and Belgium banned loot boxes (essentially gambling mechanics) in games, calling them illegal gambling. The gaming industry fought back hard, and enforcement proved nearly impossible for digital-only games.

This isn’t an unsolvable problem. Other industries have faced regulation. The question is whether society views gaming addiction as a significant enough public health issue to warrant industry-wide changes, or whether it remains an individual responsibility.

A Framework For Personal Prevention

Since systemic solutions remain elusive, individuals and families need practical strategies. Here’s a framework based on the research:

The “Four Needs” Assessment

Games fulfill four core psychological needs:

  1. Measurable progress (levels, achievements, rankings)
  2. Social connection (teammates, guilds, chat)
  3. Challenge and purpose (quests, missions, competition)
  4. Mood regulation (escape, stress relief, excitement)

Prevention starts by identifying which needs gaming fills and finding healthier alternatives that serve the same function. If someone games for social connection because they’re isolated in real life, taking away games without addressing isolation will fail.

The “Warning Signs” Progression

Gaming becomes problematic through predictable stages:

Stage 1 (Enjoyment): Gaming is fun, social, and balanced with other activities. No intervention needed.

Stage 2 (Preoccupation): Thinking about games when not playing. Missing some obligations occasionally. Early warning—implement time structures.

Stage 3 (Problematic Use): Gaming causes regular conflicts. Grades/work performance declining. Sleep disrupted. Needs assessment and professional consultation.

Stage 4 (Disordered Gaming): Loss of control. Failed quit attempts. Significant life impairment. Requires professional treatment.

Prevention works best at Stage 2. By Stage 4, prevention has failed.

The “Competing Interest” Strategy

The most effective prevention approach involves creating activities so engaging they compete with gaming. This requires matching the appeal:

  • For challenge: Rock climbing, competitive debate, coding projects with tangible outcomes
  • For progress: Instruments with clear skill progression, martial arts with belt systems, building/creating things
  • For social: Team sports, gaming clubs (ironically), group hobbies
  • For mood regulation: Exercise, creative expression, meditation

The key is finding activities that provide immediate feedback, clear improvement markers, and genuine enjoyment—not just “healthy” alternatives.

The “Parental Guardrails” Approach

For children and adolescents, prevention requires active involvement without punishment:

  1. Understand what they’re playing and why they love it. Don’t just monitor—participate occasionally. Learn the appeal.

  2. Set limits collaboratively, not dictatorially. Kids who help create the rules follow them better than those who have rules imposed.

  3. Monitor for underlying issues. Gaming addiction is often a symptom. Screen for depression, anxiety, ADHD, trauma, or social difficulties.

  4. Model healthy behavior. If parents stare at phones all evening, kids learn screens are how you relax.

  5. Create gaming-free zones and times. Bedrooms stay gaming-free. Meals are screen-free. Consistency matters more than strictness.

  6. Praise alternative activities as much as gaming achievements. Celebrate real-life accomplishments with the same enthusiasm you’d show for game victories.

The “Self-Monitoring” System

For individuals concerned about their own gaming:

Ask these five questions monthly:

  1. Am I maintaining relationships outside gaming?
  2. Am I meeting work/school obligations?
  3. Am I taking care of physical health?
  4. Can I stop when I want to, or do I always play longer than intended?
  5. Do I game primarily to escape negative feelings?

If three or more answers are concerning, intervention is needed.

Implement the “Every Other Day” rule: Take complete breaks from gaming on alternating days. If this feels impossible, the relationship with gaming is problematic.

Track actual hours objectively. Most gamers underestimate their playtime by 30-50%. Use automatic tracking apps, not self-reporting.

Why Some People Are More Vulnerable

Prevention must be personalized because risk factors vary dramatically:

Neurobiological vulnerability. People with ADHD have 30-50% higher rates of gaming disorder. Their brains crave the constant stimulation gaming provides. Treating ADHD reduces gaming addiction risk.

Psychological factors. Low self-esteem, anxiety, depression, and trauma all increase susceptibility. Gaming offers an escape and a reset button real life doesn’t have.

Social isolation. Lonely individuals find community in games more easily than in person. Preventing addiction requires addressing the isolation, not just the gaming.

Personality traits. High impulsivity, low self-control, and sensation-seeking behaviors correlate with problematic gaming. These individuals need stronger external structures.

Gaming motivation. Players motivated by escapism and achievement while considering gaming central to their identity face the highest risk. Those who game for fun and social connection without making it their primary identity rarely develop problems.

Age and development. Adolescent brains are particularly vulnerable. The prefrontal cortex (responsible for impulse control) doesn’t fully develop until age 25. Teenagers literally have less ability to resist immediate rewards.

Early exposure. Kids who start gaming intensively before age 10 show higher addiction rates. This is likely because their reward systems develop with gaming as a baseline.

The implication for prevention: one-size-fits-all approaches fail. Someone with ADHD needs different interventions than someone with social anxiety. Someone gaming to escape trauma needs therapy, not time limits.

The Uncomfortable Truth About Natural Recovery

Here’s what makes prevention complicated: approximately 50% of people with gaming disorder recover naturally without treatment. That’s a higher spontaneous recovery rate than most behavioral addictions.

What drives natural recovery? Life changes.

  • Getting into a meaningful relationship
  • Finding a career that provides challenge and purpose
  • Developing a serious hobby or passion
  • Moving and losing gaming friends
  • Hitting rock bottom and deciding change is necessary

One recovered gamer’s story is typical: “I played World of Warcraft 12 hours daily for three years. My girlfriend left. I got fired. I kept playing. Then my dad had a heart attack. Something shifted. I realized I was wasting my actual life for a character that didn’t exist. I uninstalled everything, sold my PC, and forced myself to be present. It took six months to feel normal. But I didn’t need therapy. I needed a reason to care about my real life more than my game life.”

This suggests prevention might be less about stopping gaming and more about ensuring people have lives worth showing up for. If gaming is the highlight of someone’s day because everything else is painful or boring, prevention strategies that focus only on gaming will fail.

The question becomes: how do you prevent gaming addiction when the root cause is often that reality doesn’t compete well with the carefully engineered dopamine delivery system of modern games?

The Industry’s Role (Or Lack Thereof)

The gaming industry invests billions in making games more engaging (addictive). It invests essentially nothing in addiction prevention beyond legally required warning labels.

Contrast this with the alcohol industry, which funds drunk driving prevention and responsible drinking campaigns (admittedly partly for public relations). Or the gambling industry, which provides addiction hotlines and self-exclusion programs.

The gaming industry argues that gaming disorder affects such a tiny percentage of players that industrywide changes would punish the 99% for the problems of the 1%. They point to research showing most gamers are healthy, well-adjusted people who enjoy games responsibly.

They’re not entirely wrong. Most players don’t develop problems. But most smokers don’t get lung cancer either, and we still regulate tobacco.

Some changes wouldn’t harm the majority while protecting the vulnerable:

Mandatory play-time tracking and warnings. “You’ve played 6 hours today” notifications could trigger self-awareness.

Eliminating predatory mechanics for minors. Loot boxes are gambling. Period. Most countries don’t allow children to gamble for a reason.

Built-in break systems. Korean games show a fatigue system—rewards decrease after certain time thresholds. This could be implemented universally.

Transparent odds disclosure. If players know that the “epic loot” has a 0.08% drop rate, informed decision-making becomes possible.

Age-appropriate defaults. Games could ship with parental controls enabled by default rather than disabled.

Addiction resources in-game. Just as casinos post problem gambling hotlines, games could provide resources for players recognizing they have a problem.

None of these changes would ruin gaming for healthy players. But the industry resists because they would likely reduce engagement among heavy users—who are the most profitable customers. A player who games 10 hours daily and buys in-game purchases is worth more than ten players who game 1 hour daily.

This is the fundamental conflict: the business model profits from the same behaviors that create addiction in vulnerable individuals.

When Prevention Fails: Recognizing the Need for Treatment

Prevention doesn’t always work. Sometimes, despite best efforts, gaming disorder develops. Knowing when prevention has failed and treatment is necessary can prevent years of worsening problems.

Seek professional help if:

  • Failed multiple serious attempts to reduce gaming
  • Gaming causes major relationship breakdowns or job loss
  • Physical health deteriorating (sleep deprivation, poor nutrition, lack of exercise)
  • Using gaming to escape serious depression or anxiety
  • Withdrawal symptoms (irritability, anxiety, sadness) when unable to play
  • Lying about gaming frequency to family and friends
  • Gaming 30+ hours weekly with life impairment

Treatment options include:

Cognitive Behavioral Therapy (CBT): Most evidence-based approach. Helps identify triggers, develop healthier thought patterns, and build coping strategies.

Group therapy: Connecting with others facing similar challenges provides support and reduces isolation.

Family therapy: Addresses family dynamics that may contribute to or result from problematic gaming.

Support groups: Gaming Addicts Anonymous, On-Line Gamers Anonymous, and Game Quitters provide community-based recovery.

Residential treatment: For severe cases where outpatient treatment has failed. Some countries (South Korea, China) have specialized gaming addiction treatment centers.

Treating co-occurring disorders: ADHD, depression, and anxiety treatment often reduces gaming compulsion as a side effect.

Recovery usually takes 6-18 months and involves not just stopping gaming but rebuilding life skills, relationships, and finding purpose outside gaming.

The Bottom Line: Can It Really Be Prevented?

Yes and no.

Gaming addiction can be prevented for many people through early intervention, parental involvement, education, and ensuring individuals have fulfilling lives outside gaming. The research supports specific strategies that work when properly implemented.

But prevention has fundamental limitations:

Individual prevention works; systemic prevention doesn’t exist yet. As long as games are engineered to maximize engagement regardless of player well-being, there will be casualties. Prevention requires both individual responsibility and industry accountability. We currently have only the former.

Prevention is easier for children than adults. Parents can enforce limits. Adults must create their own—much harder when games are designed to override self-control.

Prevention can’t overcome serious mental health issues alone. If someone is severely depressed, socially isolated, or traumatized, preventing gaming addiction requires treating those underlying conditions. Gaming is often the symptom, not the disease.

Not all heavy gaming is addiction. Some people game extensively without problems. Preventing gaming in healthy players isn’t necessary and may be harmful. The challenge is identifying at-risk individuals early.

Natural recovery rates suggest prevention might be misdirected. With 50% recovering naturally, maybe our focus should be less on preventing gaming and more on ensuring people have resilient, meaningful lives. Perhaps gaming addiction is more about what’s wrong with their lives than what’s wrong with gaming.

The most honest answer to “Can game addiction be prevented?” is:

For at-risk individuals identified early, with strong support systems, yes—prevention works more often than not.

For those with severe mental health issues, social isolation, or neurobiological vulnerabilities, prevention alone likely won’t work without addressing those root causes.

For society as a whole, effective prevention probably requires both individual strategies and industry changes that aren’t happening yet.

Prevention is possible. But it requires understanding that gaming addiction is rarely just about gaming. It’s about what gaming provides that real life doesn’t: achievement, connection, purpose, escape. Effective prevention means building lives where people don’t need games to feel those things.

Frequently Asked Questions

Can you prevent gaming addiction with time limits alone?

Time limits help but aren’t sufficient by themselves. Research shows limits work best when combined with understanding why someone games excessively and providing alternative activities. A teenager gaming to escape bullying won’t stop just because you set a timer—they’ll find ways around it or replace gaming with another escape mechanism.

At what age should you start worrying about gaming addiction prevention?

Prevention should begin when gaming begins, typically around ages 6-8. Establishing healthy patterns early is easier than correcting problematic ones later. However, different ages need different approaches. Children under 10 need parental controls and structure. Teenagers need education and collaboration. Adults need self-awareness and support.

Are certain game genres more addictive than others?

Yes. MMORPGs (like World of Warcraft), competitive multiplayer games (like League of Legends, Fortnite), and games with infinite content show higher addiction rates than single-player games with defined endings. The common factor is games designed to be played indefinitely with social pressure and regular updates that create FOMO.

Can someone be successfully gaming 6 hours daily without addiction?

Possibly. Gaming disorder isn’t defined by hours played but by negative life impact and loss of control. Some professional gamers play 8+ hours daily as their job without addiction. The key questions: Can they stop when needed? Are they maintaining relationships, work, and health? Or is gaming causing problems they can’t or won’t address?

Does letting kids play video games guarantee they’ll become addicted?

No. Most kids who play games never develop addiction. The risk factors are cumulative: kids with ADHD, depression, social isolation, trauma, or family problems face higher risk. The type of game, amount of play, whether parents are involved, and whether the child has other interests all matter. Gaming itself isn’t the problem—it’s gaming as the only source of needs being met.

What’s the difference between heavy gaming and gaming addiction?

Heavy gaming might be 20-30 hours weekly but the person maintains relationships, responsibilities, and health. Gaming addiction involves loss of control (can’t stop even when wanting to), life impairment (failing school, losing jobs, relationship breakdown), continued gaming despite negative consequences, and withdrawal symptoms when unable to play. Heavy use becomes addiction when it starts causing serious problems the person can’t fix.

Can gaming addiction be cured or only managed?

The evidence is mixed. About 50% recover naturally, suggesting “cure” is possible for many. Others manage it like a chronic condition—they can’t game at all without risking relapse, similar to alcoholism. Still others learn to game moderately after treatment. It likely depends on individual factors: why they became addicted, whether underlying mental health issues were treated, and what alternative life structure they built.

Should parents completely ban video games to prevent addiction?

Generally no. Complete bans often backfire, creating forbidden fruit appeal and preventing kids from learning self-regulation. Games aren’t inherently harmful and can teach problem-solving, teamwork, and strategic thinking. Prevention works better through structured, monitored gaming within a balanced life. The exception: if a child already shows addiction signs, temporary removal might be necessary during treatment.

Key Takeaways

  • Gaming addiction affects a small percentage of players (1.7-10%) but represents millions of people given how widespread gaming has become
  • Prevention is most effective when started early, before problematic patterns form
  • Successful prevention addresses why people game excessively, not just how much they play
  • Time limits, parental involvement, and alternative activities all show evidence of working when properly implemented
  • CBT is the most effective treatment for existing addiction, but prevention remains better than treatment
  • About 50% of people with gaming disorder recover naturally, often when life circumstances change
  • Gaming disorder is often a symptom of underlying mental health issues like ADHD, depression, or trauma rather than a primary disorder
  • The gaming industry designs games to maximize engagement, creating a fundamental conflict between player well-being and business profits
  • Prevention must be personalized—different people need different strategies based on their risk factors and motivations for gaming

Next Steps

If you’re concerned about gaming habits (yours or someone else’s):

  1. Assess honestly using the five questions: Is gaming interfering with relationships, responsibilities, health, control, or being used primarily to escape?

  2. Start tracking actual gaming time objectively using automatic tools, not estimates. Most people underestimate by 30-50%.

  3. Identify what needs gaming fulfills (achievement, social connection, challenge, or escape) and find one alternative activity for each need.

  4. Set specific, enforceable limits rather than vague intentions. “No gaming after 10 PM” works better than “I should play less.”

  5. Seek professional help if multiple serious quit attempts have failed or if gaming is causing major life problems. Early treatment prevents years of worsening issues.

Prevention works best when it’s proactive, personalized, and focused on building a life that’s genuinely more appealing than the virtual one.


Research Sources:

  • WHO International Classification of Diseases (ICD-11), Gaming Disorder Classification, 2018
  • American Psychiatric Association DSM-5-TR, Internet Gaming Disorder, 2022
  • Gentile, D., Iowa State University research on gaming disorder prevalence and youth impacts
  • Kim et al., “Relationships of internet gaming reasons to biological indicators and risk of internet gaming addiction,” BMC Psychiatry, 2020
  • Colder Carras, M. et al., “Prevention and Health Promotion Interventions for Young People in the Context of Digital Well-Being,” Journal of Medical Internet Research, 2024
  • Kuss, D.J., “Policy, prevention, and regulation for Internet Gaming Disorder,” Journal of Behavioral Addiction, 2018
  • Lu, P. et al., “Interventions for Digital Addiction: Umbrella Review of Meta-Analyses,” Journal of Medical Internet Research, 2025
  • Fishman, A., “Why Some Video Games Are So Hard to Stop Playing,” Psychology Today, 2024
  • King, D.L. et al., “Prevention strategies to address problematic gaming,” Nordic Studies on Alcohol and Drugs, 2023