ObjectivesOnline multiplayer videogames have become one of the most addictive activities on the Internet. However, overconsumption of online videogames should be differentiated of Internet addiction since players do not report to experience to be on the Internet when they are playing. MethodsThe present article provides a comprehensive review of data on online multiplayer videogames overconsumption. This review highlights motivational factors of overconsumers and available therapeutic strategies will be described. ResultsOverconsumption of online videogames is considered as a behavioural addiction or a compulsive-impulsive disorder. Most of the articles highlight four criteria for this disorder: (1) excessive use, often associated with a loss of sense of time or a neglect of basic drives, (2) withdrawal, including feelings of anger, tension, and/or depression when the computer is inaccessible, (3) tolerance, including the need for better computer equipment, more software, or more hours of use, and (4) negative repercussions, including arguments, lying, poor achievement, social isolation, and fatigue. Online multiplayer videogames are endlessly addictive, with daily consumption commonly lasting more than six hours. These games are easily accessible, since they only require an Internet access and demonstration trials are free to download. However, overconsumption of these videogames leads quickly to social withdrawal, academic failure, and disinvestment in daily-life activities. Males play more often than women. Teenagers and young adults are principal overconsumers of online multiplayer videogames and of the Internet. Parental control influences overconsumption since parental control is negatively correlated with Internet consumption in non-depressed adolescents. Comorbidities of abusive consumption are mood disorders, depressive symptoms and suicidal thoughts, anxiety disorders (generalized anxiety disorder and social phobia), alexithymia, attention deficit hyperactivity disorder and personality disorders (avoidant, borderline and obsessive-compulsive). Overuse is also associated with cannabis and alcohol consumptions, sleep deprivation, compulsive eating disorder, carpal tunnel syndrome, ocular dryness, back- and headaches. Individuals with addictive behaviours for Internet and online videogames addiction tend to attribute the causes of events to the chance, they anticipate negatives consequences of their acts, demonstrate negativism, tendency to catastrophization, shame, low self-esteem and self-confidence. Three major desires lead to overconsumption in adolescents: the achievement of success, the creation of social relationships, and the immersion in an environment that differs from reality. French psychiatrists recommend treating overuse with a combination of pharmacologic and psychotherapeutic approaches. Among psychotherapeutic treatment, cognitive and behavioural therapies have demonstrated their efficacy with the disorder. Unfortunately, the literature does not provide information on other useful therapies. ConclusionsGiven the growing frequency of overconsumption of online videogames and of the Internet, motivations of players and comorbidities of the disorder must be known by the clinician. They are clues to orientate the therapeutic approaches.