“…Almost half ( n = 34, 43%) of the included studies focus on use of social network sites or online communication in general, without specifying particular social media sites, leaving this up to the study participants to decide ( Best et al, 2014 , 2015 ; Ferguson et al, 2014 ; Neira and Barber, 2014 ; O’Connor et al, 2014 ; Koo et al, 2015 ; Tseng and Yang, 2015 ; Fahy et al, 2016 ; Woods and Scott, 2016 ; Burnette et al, 2017 ; Colder Carras et al, 2017 ; Foerster and Roosli, 2017 ; Foody et al, 2017 ; Geusens and Beullens, 2017 , 2018 ; Jafarpour et al, 2017 ; Kim, 2017 ; Marchant et al, 2017 ; Oberst et al, 2017 ; Przybylski and Weinstein, 2017 ; Salmela-Aro et al, 2017 ; Yan et al, 2017 ; Curtis et al, 2018 ; Erfani and Abedin, 2018 ; Erreygers et al, 2018 ; Nursalam et al, 2018 ; Scott and Woods, 2018 ; van den Eijnden et al, 2018 ; Wartberg et al, 2018 ; Critchlow et al, 2019 ; Holfeld and Mishna, 2019 ; Larm et al, 2019 ; Throuvala et al, 2019 ; Twenge and Campbell, 2019 ). Seven of the included studies examined the relationship between virtual game worlds or socially oriented video games and mental health ( Ferguson et al, 2014 ; Best et al, 2015 ; Spears et al, 2015 ; Yan et al, 2017 ; van den Eijnden et al, 2018 ; Larm et al, 2019 ; Twenge and Campbell, 2019 ).…”