Abstract:An estimated 2.7 billion adults globally play video games, and this population continues to grow (Accenture, 2021). Although representing a harmless pastime for most, formal diagnoses indicating excessive or harmful video gaming are estimated among 1.96 to 3.05% of adolescents and adults globally (Stevens et al., 2021). Consequently, there is a need for reliable and valid measurement of problem video gaming (herein referred to as "problem gaming"). In their paper, Anthony et al. ( 2023) provide a comprehensive… Show more
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