“…But others say that problem gaming is not dominated by addiction symptomology such as cognitive preoccupation, withdrawal, and tolerance ( Aarseth et al, 2016 ; Griffiths et al, 2016 ; Kaptsis, King, Delfabbro, & Gradisar, 2016 ; Van Rooij & Prause, 2014 ). Instead, they show that gaming-related distress can better be assessed by attending to internet gamers' experiences of loneliness ( Kim, Larose, & Peng, 2009 ; Nowland, Necka, & Cacioppo, 2017 ; Snodgrass et al, 2018 ), sense of personal failure ( Snodgrass, Dengah, & Lacy, 2014 ; Yee, 2006 ), low life satisfaction ( Cao, Sun, Wan, Hao, & Tao, 2011 ), need for psychosocial escape from offline stress and life problems ( Kardefelt-Winther, 2014 ; Snodgrass et al, 2014 ), anger and frustration ( Snodgrass et al, 2017 ), unhealthy “toxic” online social interactions ( Consalvo, 2012 ; Massanari, 2017 ), and preexisting mental health problems related to depression and anxiety ( Ko, Yen, Yen, Chen, & Chen, 2012 ; Kraut et al, 2002 ). For these researchers, “problem” online gaming represents a family of diverse responses to complex life problems, a perspective that is lost with a too narrow focus on classic addiction symptomology ( Caplan, Williams, & Yee, 2009 ).…”