“…Given the varying frameworks for conceptualizing and measuring what we refer to here as problem videogame play (PVGP) and the various sampling techniques and national/regional populations that have been examined, more precise prevalence estimates are not available. What is clear, however, is that those suffering from PVGP—however it is measured or categorized—are experiencing significant (and, in some cases, severe) consequences of PVGP, ranging from diminished academic performance (Smyth, 2007) to poor sleep (Dworak, Schierl, Bruns, & Struder, 2007), to aggression (Sublette & Mullan, 2010), to personal problems managing relationships (Liu & Peng, 2009). Perhaps most defining of PVGP is the experience of a loss of control resulting in the perceived inability to curtail use even when negative consequences are being experienced—a characteristic shared with other emerging pathologies involving use of technological and social media (see Sim, Gentile, Bricolo, Serpelloni, & Gulamoydeen, 2012 for a review)…”