Gaming addiction classified as disorder by WHO

Here are some news related to addictive gaming:

Gaming addiction classified as disorder by WHO

 

http://www.bbc.com/news/technology-42541404

Gaming can be too addictive to some people. Now gaming addiction is to be listed as a mental health condition for the first time.

The World Health Organisation’s 11th International Classification of Diseases (ICD) will include the condition “gaming disorder”.
Some countries had already identified it as a major public health issue – for example South Korea, Japan and China.

Other view to gaming:

HIGHER EDUCATION VIDEO GAME ALLIANCE OPPOSES WORLD HEALTH ORGANIZATION’S ‘GAMING DISORDER’

http://138.197.45.69/article_writeups/higher-education-video-game-alliance-opposes-world-health-organizations-gaming-disorder/
Proposed inclusion in the International Classification of Diseases (ICD) stigmatizes billions of players worldwide, is based on little scholarly evidence, and proposes no treatment or prevention
We’ve seen this kind of scapegoating before with both games and other media forms for centuries.

3 Comments

  1. Tomi Engdahl says:

    ‘Gaming disorder’ is officially recognized by the World Health Organization
    https://techcrunch.com/2018/06/18/gaming-disorder-is-officially-recognized-by-the-world-health-organization/?sr_share=facebook&utm_source=tcfbpage

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    ‘Gaming disorder’ is officially recognized by the World Health Organization
    Brian Heater
    @bheater / Jun 19, 2018

    skull-ps4_preview
    Honestly, “gaming disorder” sounds like a phrase tossed around by irritated parents and significant others. After much back and forth, however, the term was just granted validity, as the World Health Organization opted to include it in the latest edition of its Internal Classification of Diseases.

    The volume, out this week, diagnoses the newly minted disorder with three key telltale signs:

    Impaired control over gaming (e.g. onset, frequency, intensity, duration, termination, context)
    Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities
    Continuation or escalation of gaming despite the occurrence of negative consequences

    Reply
  2. Tomi Engdahl says:

    Zheping Huang / Bloomberg:
    State media says China is restricting online gaming time of minors to 3 hours most weeks of the year, from 8pm to 9pm on Fridays, weekends, and public holidays — – The country is imposing its strictest limits yet on play time — Beijing is waging a campaign to groom productive youths

    https://www.bloomberg.com/news/articles/2021-08-30/china-limits-minors-to-just-three-hours-of-online-gaming-a-week

    Reply
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