Background: From 2022, the ICD-11 includes the first mental disorder based on digital technology, “gaming disorder”, which was previously suggested as a condition for further study in the DSM-5 (2013). In this study, we provide the first large-scale network analysis of various symptom structures for these constructs to understand the complex interconnections between their proposed symptoms.Methods: Culturally diverse samples of 2,846 digital game players (M = 25.3 years) and 746 esports players (M = 23.5 years) were recruited. Network approach was applied to explore a multiverse of gaming disorder symptom structures, effects of item operationalization, and possible external moderators.Findings: Two symptoms (lack of control and continued use despite problems) present in both, the DSM-5 and ICD-11, were systematically central to most of the analyzed networks. Alternative operationalizations of single items systematically caused significant network differences. Networks were invariant across groups of play style, age, gender, gaming time, and most of the psychosocial characteristics.Interpretation: Our results caution practitioners and researchers when studying and interpreting gaming disorder symptoms. The data indicate that even minor item-level changes can lead to significant network-level changes, thus highlighting the need for careful operationalization. Considering this high sensitivity of the network structure, future clinical validation studies should not be strictly limited to the wordings, criteria, and symptoms of current diagnostic manuals.