Countries with the Most Video Game Players (Ranked, 2024 Data)

Photo: Tima Miroshnichenko / Pexels
China has the most video game players in the world, about 702 million in 2024 by the games-analytics firm Newzoo's count, followed by India at 419 million and the United States at 221 million. But "player" has no single definition, and national sources disagree with the global tracker by tens of millions. This ranking sets the Newzoo table beside official figures for China, the United States, Japan, and South Korea, and explains why the country with the most players is not the country that spends the most.
Key takeaways
- China leads on players (about 702 million in 2024, Newzoo) and, on Newzoo's adjusted data, narrowly on revenue ($47.0 billion against $46.1 billion for the United States).
- India is second by players (419 million) but spends about $3 per player per year, the lowest rate among the large markets in the table.
- Japan, South Korea, and the United States have the highest spending per player, at $233, $226, and $215 respectively.
- Mobile is the largest segment: $100.3 billion of a $182.7 billion global market in 2024, according to Newzoo's revised figures.
- Sources disagree. Japan's own Famitsu white paper counts 54.75 million players where Newzoo counts 74.1 million, and the US Entertainment Software Association counts 205.1 million where Newzoo counts 221 million.
What counts as a video game player?
Nobody runs a census of gamers. Every player count in this article is an estimate built from surveys, platform data, or industry associations, and each source draws the line in a different place. That is the single most important fact for reading any "countries with the most gamers" list.
Think of counting swimmers. If you count everyone who swam at least once last year, you include the person who waded into a hotel pool on vacation. If you count only people who swim every week, you get a far smaller number. Neither count is wrong, but they answer different questions, and a ranking that mixes the two is meaningless.
Video game counts have the same problem. The widely quoted figure of roughly three billion gamers worldwide traces back to Newzoo, which, according to the analyst Jon Peddie's 2022 critique, defines a gamer as someone who plays on PCs, consoles, smartphones, or tablets. Peddie argued that this casts the net so wide that it includes casual mobile players who would not call themselves gamers, and that it overstates the market for hardware makers who cite it. The US trade body takes the opposite approach: its 2025 survey counts someone as a player only if they play at least one hour per week.
The mechanics of the data also change over time. Newzoo updated its data collection methodology and expanded its sources in the first quarter of 2025, which means its current country figures may not line up with its earlier reports. Japan's Famitsu white paper also changed its methodology in its 2025 edition. When a ranking jumps around from year to year, a changed definition is often the cause rather than a real change in behavior.
The ranking: players by country in 2024
The table below uses Newzoo's 2024 country data as republished by the studio services firm All Correct Games, which credits the chart to Newzoo and lists players and average spending per player for the 20 largest markets. Newzoo's own country-level report sits behind a paywall, so this republished table is the most complete public version of it. The "spend per player" column is annual consumer spending on games divided by players, in US dollars.
| Rank | Country | Players (millions) | Spend per player (US$) |
|---|---|---|---|
| 1 | China | 702 | 67.7 |
| 2 | India | 419 | 3.03 |
| 3 | United States | 221 | 215 |
| 4 | Indonesia | 155 | 11.8 |
| 5 | Brazil | 115 | 19.7 |
| 6 | Mexico | 76 | 30.3 |
| 7 | Japan | 74.1 | 233 |
| 8 | Philippines | 67.7 | 12.5 |
| 9 | Vietnam | 58.5 | 12.7 |
| 10 | Iran | 53.5 | 12.5 |
| 11 | Germany | 52.1 | 123 |
| 12 | Turkey | 50 | 22.4 |
| 13 | United Kingdom | 41.9 | 145 |
| 14 | Thailand | 41 | 25.2 |
| 15 | Italy | 37.1 | 65.7 |
| 16 | South Korea | 33.9 | 226 |
| 17 | Spain | 33.2 | 57.7 |
| 18 | Colombia | 26.9 | 13 |
| 19 | Saudi Arabia | 25.8 | 38.6 |
| 20 | Canada | 23.6 | 129 |
Source: Newzoo 2024 country data, as republished by All Correct Games. Figures predate Newzoo's Q1 2025 methodology update.
Three patterns stand out. First, the top three countries (China, India, and the United States) account for about 1.34 billion players, roughly two fifths of Newzoo's 2024 forecast of 3.42 billion players worldwide. The top 10 together account for about 1.94 billion, or about 57% of that forecast.
Second, seven of the top 10 countries by players are in Asia (China, India, Indonesia, Japan, the Philippines, Vietnam, and Iran). Newzoo's regional split shows the same concentration: Asia-Pacific held an estimated 1.809 billion players in 2024, which is 53% of the global forecast.
Third, the player ranking and the spending ranking are almost inverted. The three countries with the highest spend per player, Japan, South Korea, and the United States, rank 7th, 16th, and 3rd by player count. That mismatch is the main story of the rest of this article.
Players by world region
Newzoo's forecast for 2024 also splits players by region. These regional totals come from an earlier version of its 2024 data, so they are best read as the shape of the market rather than exact current counts.
| Region | Players, 2024 forecast | Year-over-year change |
|---|---|---|
| Asia-Pacific | 1.809 billion | +4.0% |
| Middle East and North Africa | 559 million | +8.2% |
| Europe | 454 million | +2.4% |
| Latin America | 355 million | +5.6% |
| North America | 244 million | +2.9% |
Source: Newzoo 2024 forecast, summarized by GameDev Reports.
The fastest growth is in the Middle East and North Africa and in Latin America, both regions where smartphones, not consoles or gaming PCs, are the first gaming device most people own. The mobile gaming revolution explains how phones became gaming's largest platform.
Same country, different count: why sources disagree
The cleanest way to see how fragile these rankings are is to compare Newzoo's numbers with the figures that national sources publish for the same year. The differences are not small.
| Country | Newzoo, 2024 | National or local source | Why they differ |
|---|---|---|---|
| China | 702 million players | 674 million game users in 2024; 683 million in 2025 (China Audio-video and Digital Publishing Association) | Different survey bases and definitions of a user |
| United States | 221 million players | 205.1 million players ages 5 to 90, playing at least one hour per week (ESA, YouGov survey, February 2025) | ESA requires one hour per week; Newzoo's threshold is looser |
| Japan | 74.1 million players | 54.75 million players in 2024 (Famitsu Game White Paper 2025) | Famitsu changed its methodology in 2025; definitions differ |
| India | 419 million players | 591 million gamers in 2024 (Lumikai, with Google) | Different survey, scope, and definition of a gamer |
The Japan row is the starkest: the two sources are 19 million players apart, a gap larger than the entire gaming population of many countries. Famitsu also reports that about 24.78 million of Japan's players use two or more device types (console, PC, or mobile), which shows how a single person can be counted as one player or as several depending on how the survey is built.
Revenue figures diverge in the same way. Newzoo's adjusted 2024 data put China at $47.0 billion and the United States at $46.1 billion. But the US figure from the market-research firm Circana, quoted in the ESA's report, is $59.3 billion for total US consumer spending on video games in 2024. The gap is mostly a matter of scope: Circana's total includes $4.9 billion of hardware and $3.2 billion of accessories alongside $51.3 billion of content. Strip out hardware and accessories and the ESA's content figure is still above Newzoo's, which shows that even "games revenue" is drawn with different boundaries.
For China, the national association reported 2024 domestic game sales of 325.8 billion yuan (about US$44.8 billion, according to the South China Morning Post's conversion), and 350.79 billion yuan (about $49.8 billion) for 2025. Currency conversion alone can move a dollar figure by several percent, which is one more reason to treat any single ranking as approximate.
How big is the global market, and who earns it?
Newzoo's current estimate is that the global video game market earned $182.7 billion in 2024, up 3.2% from 2023. That is below the $189.3 billion the firm first forecast and the $187.7 billion it later projected, a reminder that forecasts get revised. Many older articles, including earlier versions of this one, quoted a rounder figure of about $200 billion; that number did not hold up against Newzoo's revised data.
| Platform | Revenue, 2024 | Share | Change vs. 2023 |
|---|---|---|---|
| Mobile | $100.3 billion | 55% | +5.5% |
| Console | $43.5 billion | 24% | -2.5% |
| PC | $39.0 billion | 21% | +4.4% |
| Total | $182.7 billion | 100% | +3.2% |
Source: Newzoo, as reported by Game World Observer (June 2025). Shares are calculated here from the reported figures and rounded.
By region, Asia-Pacific generated 47% of revenue and North America 28%. Newzoo linked part of the 2024 growth to the release of Black Myth: Wukong and the return of Blizzard games to China.
For scale, the International Federation of the Phonographic Industry (IFPI) reported that global recorded music revenues reached $29.6 billion in 2024, up 4.8%. The games market, at $182.7 billion, is about six times larger by that measure. The comparison is rough, because each industry body draws the boundary of its own revenue differently, but the order of magnitude is not in doubt.
The business mechanics behind these totals are covered in the economics of the gaming industry, and the history of video games from Pong to today shows how a market of arcade cabinets turned into one dominated by phones.
China: the largest player base and the most regulated
China reports more game users than any other country by every source in this article. The China Audio-video and Digital Publishing Association's 2025 annual report, released on December 19, 2025, put the user base at 683 million, up 1.35% year over year, and domestic game revenue at 350.79 billion yuan (about $49.8 billion), up 7.68%. Both were historic highs.
Mobile dominates. Mobile games brought in 257.08 billion yuan in 2025, or 73.29% of the total. Domestically developed games earned 291.1 billion yuan at home, up 11.64%. In 2024 the association had reported sales of 325.8 billion yuan, up 7.53%, with mobile at 238.2 billion yuan and PC games at 68 billion yuan.
China is also a large exporter of games. Chinese self-developed mobile games earned about $20.46 billion overseas in 2025, up 10.23%. The United States was the largest overseas market, at 32.31% of that revenue, followed by Japan (16.35%) and South Korea (9.15%).
Rules for young players and the license freeze
China regulates gaming more tightly than any other large market. On August 30, 2021, the National Press and Publication Administration announced that players under 18 could play only one hour per day on Fridays, weekends, and holidays, between 8:00 and 9:00 pm, according to reporting by Telecompaper. In an ordinary week with no holidays, that works out to about three hours at most. Earlier summaries of the policy sometimes described a different weekly allowance, so check the regulator's own notice for the exact terms.
The regulator also controls which games can be sold at all. Approvals of new online games came to a halt in 2021 and resumed on April 11, 2022, after about eight months, when 45 titles received licenses: 39 mobile, five PC, and one console, according to Equal Ocean. Neither Tencent nor NetEase had a title on that first list. For a game company, a license freeze is like a toll road closing for months: the cars already on the road keep moving, but nothing new gets in.
Competitive play is a separate topic, covered in the rise of competitive gaming.
India: second in players, last in spending among the giants
India has the widest gap between players and money in the top five. Newzoo counts 419 million players and spending of about $3.03 per player. A separate survey, by the Indian venture firm Lumikai with Google, estimated 591 million gamers in 2024, of whom 148 million (about 25%) made in-game purchases. It put the market at about $3.8 billion and projected $9.2 billion by fiscal 2029, a 20% five-year compound annual growth rate.
The devices explain the low spending. Lumikai found that 81% of Indian players use smartphones costing no more than $400, and 90% use no more than 3 GB of mobile data per month. Payment habits differ too: 83% of users pay through UPI (the national instant-payment system) and digital wallets, while bank card penetration is 16%. A game that relies on card payments can reach only a small fraction of this audience.
Real-money games and the 2025 law
The Lumikai figures contain an important caveat. Real-money gaming, meaning games in which users stake cash for a chance to win, made up 63% of India's gaming market revenue in 2024. In August 2025, India's Parliament passed the Promotion and Regulation of Online Gaming Act, which prohibits online money games whether they are games of skill or chance, bars financial institutions from processing payments for them, and recognizes e-sports, which are exempt from the ban. Free-to-play games are not affected.
According to a legal summary dated September 11, 2025, the Act had received presidential assent but its commencement had not yet been notified, and constitutional challenges were pending before the Supreme Court. Readers should check the current status. What matters for this ranking is that Lumikai's 2024 revenue and its $9.2 billion forecast were published in November 2024, before the Act, and should be read as a pre-ban baseline. The count of players is less affected, because most players never stake money.
The United States: fewer players than India's total, as much revenue as China
The Entertainment Software Association's 2025 Essential Facts report, based on a YouGov online survey of 5,000 people conducted February 11 to 25, 2025, found that 205.1 million Americans (about 64% of the population) play video games for at least one hour per week. The average player is 36 years old. Adults ages 18 to 90 account for 158.6 million players, and 60% of adults play at least an hour a week. Children ages 5 to 17 account for 46.4 million players, and 84% of children play.
US consumers spent $59.3 billion on video games in 2024 according to Circana, including $51.3 billion on content, $4.9 billion on hardware, and $3.2 billion on accessories. The ESA reports that US video game sales are up 32% since 2019. On Newzoo's measure, average spending is $215 per player, which is 3.2 times China's rate.
That ratio is not a coincidence of rounding. China has 3.2 times as many players as the United States on Newzoo's counts, and the United States spends 3.2 times as much per player. The two effects nearly cancel, which is why the two countries finish within a few percent of each other on revenue.
What keeps a player spending year after year is partly design. The psychology behind why games hold attention explains the loops that studios build into their products.
Japan and South Korea: small player bases, big spenders
Japan and South Korea are the clearest examples of high-value markets with modest player counts. Newzoo puts Japan at 74.1 million players spending $233 each, and South Korea at 33.9 million players spending $226 each. Both rates exceed the United States'.
Japan's own numbers are lower on players but still large on money. The Famitsu Game White Paper 2025, published by Kadokawa Asky Research Institute in August 2025, estimated the domestic game content market in 2024 at 2.3961 trillion yen, up 3.4%, and counted about 54.75 million players, slightly down from the year before. The paper attributed the revenue growth mainly to price increases across hardware, peripherals, subscriptions, and in-game purchases.
South Korea's national statistics come from the Korea Creative Content Agency (KOCCA). Its 2025 Korea Game White Paper, covering 2024, put domestic game revenue at 23.8515 trillion won, up 3.9%. Mobile accounted for 14.071 trillion won (59.0%), PC for 6.0094 trillion won (25.2%), console for 1.1836 trillion won (5.0%), and arcade for 275.9 billion won (1.2%). Exports reached $8.50 billion, with China taking 29.7% of them.
South Korea's PC bangs, the pay-by-the-hour gaming cafes, are the best-known part of the culture. KOCCA's data show PC bang revenue rose 12.8% in 2024 even though the number of businesses kept falling, so fewer cafes now earn more each. The role of the game in building Korean esports is covered in StarCraft: the RTS that defined esports in Korea.
Southeast Asia, Latin America, and the Middle East: huge audiences, low spending
Below the top three, the table fills with countries where gaming is large but average spending is low. Indonesia has 155 million players spending $11.8 each. The Philippines (67.7 million, $12.5), Vietnam (58.5 million, $12.7), and Iran (53.5 million, $12.5) sit in a similar range, and Thailand has 41 million players spending $25.2. In Latin America, Brazil has 115 million players at $19.7 and Mexico 76 million at $30.3. Turkey has 50 million players at $22.4, and Saudi Arabia has 25.8 million at $38.6.
These markets share a feature: the number of players is set by how many people own a smartphone and can get online, while spending is set by income and by whether payments work for people without bank cards. Internet access is the precondition, which is why rankings of internet penetration and gaming populations overlap so closely in the developing world.
The fastest growth in the regional data is in the Middle East and North Africa, where players grew 8.2% in 2024 to an estimated 559 million, and in Latin America, where they grew 5.6% to 355 million. Because spending per player is low in these markets, a country can add millions of players and barely change global revenue.
Why more players does not mean more money
Multiplying players by spend per player reproduces, approximately, each country's revenue. The calculation below uses Newzoo's two columns from the table above. It is our arithmetic, not a revenue figure published by Newzoo, and small differences from Newzoo's reported totals are expected from rounding and data revisions.
| Country | Players (millions) | Spend per player (US$) | Players times spend (US$ billion) |
|---|---|---|---|
| China | 702 | 67.7 | 47.5 |
| United States | 221 | 215 | 47.5 |
| Japan | 74.1 | 233 | 17.3 |
| South Korea | 33.9 | 226 | 7.7 |
| Germany | 52.1 | 123 | 6.4 |
| United Kingdom | 41.9 | 145 | 6.1 |
| Indonesia | 155 | 11.8 | 1.8 |
| India | 419 | 3.03 | 1.3 |
For China and the United States, the product lands within about 3% of the $47.0 billion and $46.1 billion that Newzoo reported. India is the cautionary case. The same arithmetic gives about $1.3 billion, while Lumikai reports $3.8 billion for 2024. Because real-money gaming made up 63% of the Lumikai total, part of the gap likely reflects spending that Newzoo's per-player figure does not capture. It is a clear example of two reputable sources measuring two different things.
Germany is a useful middle case. With 52.1 million players and $123 each, it produces about $6.4 billion, comparable to South Korea's roughly $7.7 billion on fewer than two thirds as many players. A market with fewer players can match a larger one if each player spends more.
Why free-to-play changes the arithmetic
In a free-to-play game, most players pay nothing and a minority pays a lot. Lumikai's data illustrate this: of 591 million Indian gamers, 148 million made in-game purchases, about one in four. The average spend per player therefore blends a large group of zero-spenders with a smaller group of paying customers.
The model resembles a public park with a gift shop. Everyone gets in free, the shop earns money from a fraction of visitors, and the park's value to the owner depends on how many visitors become buyers rather than on how many walk through the gate. This is also why the design of rewards matters so much, a subject covered in how loot boxes work.
Gaming and health: what the research says
Rankings of gaming populations often prompt the question of harm. The World Health Organization's ICD-11 classification includes gaming disorder, which it describes as a pattern of gaming behavior with three features: impaired control over gaming, increasing priority given to gaming over other interests and daily activities, and continued or escalating gaming despite negative consequences. The pattern must be severe enough to significantly impair functioning in important areas of life, and would normally have been evident for at least 12 months. The WHO notes that studies suggest gaming disorder affects only a small proportion of people who game.
The most cited estimate of how small comes from a 2021 systematic review and meta-analysis by Stevens, Dorstyn, Delfabbro, and King in the Australian and New Zealand Journal of Psychiatry. Pooling 53 studies from 2009 to 2019, covering 226,247 participants in 17 countries, they estimated a worldwide prevalence of 3.05% (95% confidence interval 2.38% to 3.91%). When only studies with stricter sampling were included, the estimate fell to 1.96%, with a very wide interval. The authors found that the screening instrument used explained most of the variation between studies, which means the figure depends heavily on how "disorder" is measured.
Two cautions apply. The prevalence estimates come from a limited number of countries and are not broken down by the countries in this ranking, so they cannot be used to compare national risk. And these studies measure association: they show how often problematic gaming is reported, not what causes it. For wider context on how games affect wellbeing, see gaming and mental health. Anyone concerned about their own or a family member's gaming should speak with a qualified health professional.
Common mistakes when reading gaming rankings
- Treating one source as the truth. The US count ranges from 205.1 to 221 million, and Japan's from 54.75 to 74.1 million, depending on the source. Always check who counted and how.
- Mixing players and payers. A player may never spend anything. Only about one in four Indian players made an in-game purchase in 2024.
- Comparing revenue across definitions. Circana's US figure includes hardware and accessories; Newzoo's adjusted total is lower; Indian figures often include real-money gaming.
- Ignoring exchange rates. China's 325.8 billion yuan in 2024 converts to different dollar totals depending on the rate used, and the dollar figure moves even when the yuan figure does not.
- Reading old numbers as current. Newzoo revised its 2024 global total from $187.7 billion to $182.7 billion and changed its methodology in 2025.
- Assuming a per-capita share. Dividing players by population only works if the source counts the same people as the census. Most gaming surveys exclude young children or older adults, so it is safest to read player counts as totals, not shares of the population. For population context, see the most populous countries.
Frequently asked questions
Q: Which country has the most video game players? A: China, by every source in this article. Newzoo counts about 702 million players in 2024, and China's national association reported 674 million game users in 2024 and 683 million in 2025. India is second on Newzoo's count (419 million), followed by the United States (221 million).
Q: Which country earns the most from video games? A: China and the United States are close. Newzoo's adjusted 2024 data put China at $47.0 billion and the United States at $46.1 billion. The ESA, quoting Circana, reports $59.3 billion of US consumer spending including hardware and accessories, so the answer depends on what is counted.
Q: How many gamers are there in the world? A: Newzoo's 2024 forecast was 3.422 billion players, growing 4.5% year over year. Critics such as analyst Jon Peddie argue that figure counts anyone who plays on any device and so overstates the number of committed gamers. The total is a count of players broadly defined, not of dedicated gamers.
Q: Why do reports give different numbers for the same country? A: Definitions and methods differ. The ESA counts people who play at least one hour per week, Famitsu changed its methodology in 2025, and Newzoo updated its data collection in the first quarter of 2025. Some revenue totals include hardware or real-money gaming and others do not.
Q: Is India the second-largest gaming market? A: By players, yes on Newzoo's count (419 million), and Lumikai's estimate of 591 million is higher still. By spending it is far smaller: about $3 per player on Newzoo's figures, and about $3.8 billion in total on Lumikai's. India's 2025 law banning real-money games changes the revenue picture further.
Q: Is gaming disorder common? A: No. The WHO says studies suggest it affects only a small proportion of people who game. A 2021 meta-analysis of 53 studies estimated a pooled prevalence of 3.05%, or 1.96% in studies with stricter sampling, with large variation depending on how it was measured.
Q: How does China limit gaming by minors? A: Since an August 30, 2021 notice from the National Press and Publication Administration, players under 18 may play one hour on Fridays, weekends, and holidays, from 8:00 to 9:00 pm. New online games also need regulatory approval before release, and approvals were frozen for about eight months between 2021 and 2022.
The takeaway
China has the most video game players on every count, but the lead in revenue is a near tie with the United States, and the rest of the ranking changes with the source. India and the Southeast Asian giants have vast audiences that spend little per player, while Japan, South Korea, and the United States have smaller audiences that spend a great deal. The best way to read any gaming list is to ask three questions: who counted, what counted as a player, and what counted as revenue.
The 3.2-to-1 symmetry between China and the United States is the clearest picture of the whole market: a country with three times as many players and a country with three times the spending per player earn nearly the same. As incomes rise in India, Indonesia, and Latin America, the growth question is not how many more players will arrive but how many of them will start to pay.
Sources
- Newzoo 2024 country data (players and spend per player), republished by All Correct Games: https://allcorrectgames.com/insights/the-gaming-market-in-2024/
- Newzoo global figures, as reported by Game World Observer, "Newzoo: in 2024 the global video game market generated $182.7 billion" (June 26, 2025): https://gameworldobserver.com/2025/06/26/newzoo-in-2024-the-global-video-game-market-generated-182-7-billion-which-is-below-projections
- Newzoo 2024 players by region and platform, summarized by GameDev Reports: https://gamedevreports.substack.com/p/newzoo-gaming-market-in-2024-and
- Jon Peddie Research, "Three billion gamers, really?" (May 12, 2022): https://www.jonpeddie.com/blog/three-billion-gamersreally/
- China Daily, 2025 China Game Industry Annual Report (December 19, 2025): https://global.chinadaily.com.cn/a/202512/19/WS69454c69a310d6866eb2f917.html
- Shanghai Municipal Government, China game industry first half of 2024 (674 million users): https://english.shanghai.gov.cn/en-Latest-WhatsNew/20240726/494b2c4307ee45cbb1c862192490ab8b.html
- Telecompaper, "China further limits gaming time for minors" (August 30, 2021): https://www.telecompaper.com/news/china-further-limits-gaming-time-for-minors--1395306
- Equal Ocean, "China re-issues licenses to online game companies after 8 months" (April 2022): https://equalocean.com/analysis/2022041317318-china-re-issues-licenses-online-game-companies-after-8-months
- Entertainment Software Association, 2025 Essential Facts (copy hosted by InvestGame): https://investgame.net/news/pdf/2025-essential-facts-about-the-u-s-video-game-industry/
- Lumikai and Google, India gaming report (November 2024), summarized by GameDev Reports: https://gamedevreports.substack.com/p/lumikai-and-google-indian-gaming
- Mondaq, "Summary: Promotion and Regulation of Online Gaming Act, 2025" (September 11, 2025): https://www.mondaq.com/india/gaming/1676566/summary-promotion-and-regulation-of-online-gaming-act-2025
- Famitsu Game White Paper 2025, as reported by Gamebiz (August 6, 2025): https://gamebiz.jp/news/410304
- Korea Creative Content Agency, 2025 Korea Game White Paper, as reported by Sports Kyunghyang (March 25, 2026): https://sports.khan.co.kr/en/article/202603251524007
- IFPI, Global Music Report 2025: https://www.ifpi.org/ifpi-amidst-highly-competitive-market-global-recorded-music-revenues-grew-4-8-in-2024/
- World Health Organization, gaming disorder FAQ: https://www.who.int/standards/classifications/frequently-asked-questions/gaming-disorder
- Stevens et al. (2021), "Global prevalence of gaming disorder: a systematic review and meta-analysis," Australian and New Zealand Journal of Psychiatry 55(6): https://researchnow.flinders.edu.au/en/publications/global-prevalence-of-gaming-disorder-a-systematic-review-and-meta/
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About the Author
SciHub101 is an independent science and technology publication founded and edited by Buğra Sözeri, a software engineer and app developer based in Türkiye. AI tools assist with drafting and research. Source documentation in the existing archive is uneven, and articles are being reviewed and corrected. The Editorial Team byline identifies editorial responsibility; it does not certify specialist or independent human review. Where we compare products, anything built by our own team is labelled as such — see the editorial guidelines and About page for how corrections and disclosures work.
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