The paper presents as a case report of three suicide cases in Pakistan, wherein in each case the victim's death is directly and causally attributed to playing the game Player Unknown's Battlegrounds (PUBG).We note a number of concerns with this publication: (1) errors and poor practice in the data presented, (2) ethical concerns in relation to the depiction of suicide, and (3) a lack of scientific rigor.Together, these issues call into question the extent to which the paper adds evidential value to our understanding of the links between video game play and suicide.
| ERRORS AND POOR PRACTICE IN THE DATA PRESENTEDThe case presentation in all three cases comprises the recycling of text from news reports reporting the deaths, with minimal rephrasing attempts (see Table 1 for an example below).No further information beyond that found in the news reports is offered, nor does it appear to be the case that any of the authors had direct contact with either the victims, those close to them, or clinicians or law enforcement representatives involved in the cases.Furthermore, some elements of the news reports have been misinterpreted or incorrectly represented. For example, in Case 2, the authors report that "the teenager used to play game [sic] for many hours on a daily basis, and was said by those who knew him to be addicted to the game." However, the original source notes the following: "It was purely a case of addiction as the boy used to play PUBG game [sic] for many hours a day," the SP said. This quote is in fact attributed to a police superintendent, and not someone close to the victim. We also note that the same typographical error has been transferred from the original report to the present paper. Finally, given the brevity and