

In this context, there is a growing recognition of the potential benefits to introducing and expanding international efforts to prevent the onset and progression of excessive gaming behaviors in vulnerable populations (for further insight, see King & Delfabbro, 2017 King et al., 2017). Consequently, problematic gaming has come to the attention of clinicians and researchers in many countries around the world leading to a growing literature in the field and to its recent inclusion in Section III of the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5 American Psychiatric Association, 2013) under the name of Internet Gaming Disorder (IGD). Unfortunately, similar to other highly rewarding activities, a minority of gamers pursue the activity in such an excessive manner that it leads to negative life consequences (i.e., impaired interpersonal relationships, decrease in work or educational performance, neglected personal hygiene and other needs, etc.) ( Király, Nagygyörgy, Griffiths, & Demetrovics, 2014 Männikkö, Billieux, & Kääriäinen, 2015).

Recent technological development has seen video gaming become one of the most popular leisure time activities across both genders and all age groups ( Entertainment Software Association, 2015).
