World Health Organization declares compulsive video gaming a mental disorder

Gaming Addiction Is Now An Official Mental Health Disorder

Gaming Addiction Is Now An Official Mental Health Disorder

Despite some pushback from various places, including the Entertainment Software Association, the WHO Has nonetheless made a decision to go ahead and keep the disorder in its finalized classifications.

In its latest revision to a disease classification manual called the International Classification of Diseases, or I.C.D., the United Nations health agency explains the change and why it has (finally) removed the transgender mental disorder classification.

Those behaviours, according to the World Health Organization, can significantly impair people's personal, family, social, educational, occupational and other important areas of functioning. The hallmark of the disorder is that playing games overtakes other desires, and that it continues or escalates despite negative consequences.

The World Health Organization says video game addiction is a real disease. We are therefore concerned to see "gaming disorder" still contained in the latest version of the WHO's ICD-11 despite significant opposition from the medical and scientific community.

"What we're talking about - and what the World Health Organisation is talking about - is the people who can no longer stop, no longer control their use".

According to WHO, ICD is the "bedrock for health statistics", codifying the human condition from birth to death, including all factors that influence health.

Dr. Mark Griffiths, who has been researching the concept of video gaming disorder for 30 years, said the new classification would help legitimize the problem and strengthen treatment strategies.

UKIE already has their own FAQ up about the issue, which explains the controversy and the genuine disagreement in academic circles as to whether gaming addiction counts as a separate disorder.

The amount of time spent on these activities. Video games interfering with work, Education, social life or family time is another sign of a gaming disorder. Thus, the inclusion for the first time of traditional medicine is a way of recording epidemiological data about disorders described in ancient Chinese medicine, commonly used in China, Japan, Korea, and other parts of the world.

Most of the roughly 160 million American adults who play games online will not experience the addiction. Cases similar to hers, where people place essential body functions such as eating and using the bathroom lower on their survival list than playing video games, are not rare.

Saxena said approximately two to three percent of gamers are likely affected by this condition and said many parents should make sure to consistently observe the habits of their children.

Recommended News

We are pleased to provide this opportunity to share information, experiences and observations about what's in the news.
Some of the comments may be reprinted elsewhere in the site or in the newspaper.
Thank you for taking the time to offer your thoughts.