The aim of the current study was to examine the prevalence of video gaming behavior among college-level students in Egypt. We sought to provide a comprehensive description of video gaming behavior among students, including their gaming habits, motives, perceived impacts on their personal and social lives, and satisfaction with playing video games. Furthermore, we hypothesized that individuals who play video games (VG) would exhibit lower levels of psychological well-being and social relationships compared to those who do not play video games (NVG). Similarly, VG group would report more perceived negative impacts on their psychological and social lives compared to the perceived positive impacts. We utilized a structured online survey that consisted of a socio-demographic questionnaire, WHOQoL-BREF scale of quality of life, and 24 general questions regarding the playing habits, motives, and video gaming impacts - as perceived by players– on their personal/social lives and their satisfaction. Out of the total sample of 135 students, 56 confirmed that they usually play video games. The findings showed that video gaming was more popular among males (65%) than females (24%). The majority of VG group reported positive video gaming impacts on their personal/psychological lives, while only about a third of them reported negative impacts. Although the majority (61.7%) were dissatisfied with playing video games, only 35% of them tried to quit. Further analyses were conducted to examine the objective impact of video gaming on the VG group psychological and social quality of life. Two multiple regression models tested the impact of gender and groups on psychological well-being/ social relations. Both factors had no significant effects on social relations. In contrast, VG group significantly showed decreased psychological well-being compared to NVG group. Two simple linear regressions (within female/male groups) revealed that only within female group players had significantly lower levels of psychological well-being compared to non-players. Those findings indicate that the objective negative impacts of video gaming on players' psychological well-being, as observed through the WHOQOL-BREF, is more effective within the female group. Across all participants, it contrasts with the players ‘perceptions of the positive impacts of gaming on their personal/psychological lives.