Authors:Mark D. Griffiths, Daria J. Kuss, Olatz Lopez-Fernandez, and Halley M. Pontes
minority of gamers on the grounds that there is currently a “ lack of consensus on symptomatology and assessment of problematic gaming ” (p. 1).
To this end, it can be argued that consensus is likely to be achieved in terms of symptomatology and
Authors:Halley M. Pontes, Mirna Macur, and Mark D. Griffiths
( 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
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
Authors:Daria J. Kuss, Mark D. Griffiths, and Halley M. Pontes
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
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
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
Authors:Nancy M. Petry, Kristyn Zajac, Meredith Ginley, Jeroen Lemmens, Hans-Jürgen Rumpf, Chih-Hung Ko, and Florian Rehbein
excessive gaming can be problematic in a minority of gamers (e.g., Wittek et al., 2016 ), with higher prevalence in young age groups ( Rehbein, Kliem, Baier, Mößle, & Petry, 2015 ).
Király et al. ( 2018 ) describe efforts implemented around the world
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