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( American Psychiatric Association, 2013 ) due to its widely reported negative impacts on both mental and physical health of a minority of individuals ( Griffiths, 2015 ; Griffiths, Király, Pontes, & Demetrovics, 2015 ; Griffiths & Pontes, 2015 ; King

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second, and (c) a minority preferred playing offline casual games ( Wang et al., 2014 ). Online gaming can result in extended periods of gaming for which a small minority can be problematic and addictive. In addition, evidence suggests that some game

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reporting just one harm are RGs. PGs comprise a relatively small minority of harmed individuals, until the number of harms reported exceeds 15. RGs and LR gamblers comprise the majority of harmed individuals until the number of harms reported per person

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and generally endorsed feeling pity/helping emotions. Around three-fifths of respondents felt sorry for him (62.5% agreed/strongly agreed), sympathy for him (60.8%), and the need to help him (55.2%). A minority of respondents felt annoyance (39

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minority of gamers, these online worlds may be a substitute for the lack of real-life social contexts and may draw such individuals to these games. Research suggests that specific types of online games have a relatively high addictive potential for some

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problem of the majority or the minority? Evaluation & the Health Professions , 34 (1), 3–56. Griffiths M. D. Prevalence of the addictions: A problem of the majority or the minority

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Moving from the terminology debate to a transdisciplinary understanding of the problem

Commentary on: Ten myths about work addiction (Griffiths et al., 2018)

Journal of Behavioral Addictions
Author: Cristina Quinones

. , & Griffiths , M. ( 2011 ). Prevalence of the addictions: A problem of the majority or the minority? Evaluation and the Health Professions, 34 ( 1 ), 3 – 56 . doi: 10

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Playing the wrong game again? Policy responses to problematic video gaming in Brazil

Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)

Journal of Behavioral Addictions
Authors: Daniel Tornaim Spritzer and Felix Henrique Paim Kessler

emphasized by the authors, video gaming has become one of the most popular leisure time activities across both genders and all age groups, while a minority of gamers play so excessively that it may lead to negative consequences. Comprehensively, analyzing and

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Thinking more broadly about policy responses to problematic video game use: A response to Király et al. (2018)

Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)

Journal of Behavioral Addictions
Author: Douglas A. Gentile

gaming should be named and defined (c.f., Griffiths et al., 2016 ; Petry et al., 2014 , 2016 ), despite “ scholars tend[ing] to agree that problematic gaming exists in a sense that the aforementioned minority of gamers play so excessively that their

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Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use

Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)

Journal of Behavioral Addictions
Authors: Antonius J. Van Rooij and Laura M. Nijkamp

the review. In the Netherlands, a model of stepped care is offered to facilitate access to the public addiction care system for problematic gamers. A minority of video game players receives psychological treatment, often in youth-addiction care

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