"Yang Yongxin" seems to have ushered in a moment of high light.
On June 18th, Global Times' Global Network quoted Taiwanese media as saying that the World Health Organization (WHO) decided to include game addiction in mental illness at the beginning of this year. "The relevant regulations will take effect from the 19th, and WHO will inform the world. Governments have incorporated game addiction into the medical system. After the publication of relevant reports, the domestic media has been reprinted. Even the official Weibo of the People’s Daily has been officially listed as "WHO: Tomorrow, game addiction has been officially included." Mental illness was forwarded for the title.
However, according to the official press release issued by the WHO on June 18, in May next year, “gaming disorder” will be added to the eleventh edition of the International Classification of Diseases (ICD-11) in the chapter on addictive diseases. ), will be submitted to the World Health Assembly for final approval by the Member States, effective January 1, 2022, this release is a preview version, in other words, still a draft.
The American Entertainment Software Association (ESA) issued a statement on the same day saying that the current ICD-11 document issued by WHO is still a draft that is being discussed and reviewed. "Experts around the world have expressed their willingness to be wary of the game barriers proposed by the WHO because it may lead to a normal healthy mental condition being misjudged as a disease. There is no objective evidence to define and diagnose the disease, supporting game barriers. The content of the study is highly controversial and uncertain. In the face of strong opposition from the medical and scientific communities, WHO should provide solid and convincing evidence to the outside world before ICD 11 finalizes the inclusion of game barriers next year. reason."
What is a "game obstacle"?
In this draft ICD-11 release, the game barrier is defined as a game behavior ("digital game" or "video game") mode. "The feature is that it loses control of the game and is increasingly addicted to the game, so that other Interests and daily activities must be given to the game, and even if there are negative consequences, the game will continue or escalate."
The main point of this is that "in terms of the diagnosis of game obstacles, the pattern of behavior must be serious enough to cause significant damage in the individual, family, social, educational, workplace or other important areas, and usually lasts at least 12 times. Month."
According to the WHO, research shows that only a small percentage of people involved in digital or video game activities are affected by game barriers. However, it is also mentioned that those who participate in the game should be alert to the time they spend on the game activities, especially when they have no time to take care of other daily activities, and be wary of any changes in the physical and mental health and social functions caused by the game behavior patterns.
In general, the concept of "game obstacles" proposed by WHO in this time is not the same concept as the "game addiction" widely recognized by most ordinary people. Some media are replaced by the word "game addiction". "Game barriers" are misleading.
WHO is not a question in the medical profession of the Ministry of Truth
The intention to submit the ICD-11, which was written in the "game obstacle", to the WHO of the next year's World Health Assembly is facing a lot of questions and even opposition from the medical and game industries.
More precisely, since the emergence of the WHO last year to identify "game obstacles" as mental illness, some mental health professionals have been "fighting" with them, thinking that this should be more from the level of moral concern. Start working on it, not as a scientific issue.
Psychologist, Christopher Ferguson, a media researcher at Stanson University in Florida, said there is widespread concern that WHO's judgment on "game obstacles" "has no solid research base." The American Academy of Psychiatry says there is not enough evidence to regard game addiction as a "mental disorder." A media psychology organization of the American Psychological Association also issued a policy statement earlier this year, expressing concern about the WHO draft, saying that the current research base is not sufficient to deal with related issues.
Christopher Ferguson said that WHO's description of the symptoms of "game disorders" is not clear and does not provide relevant treatments. Anthony Bean, a clinical psychologist in Texas, holds a similar view. He also holds a position against the inclusion of "game obstacles" in ICD-11, saying that "many gamers feel addicted," but Most people just use games as a tool to deal with anxiety and depression. "When anxiety and depression are resolved, their demand for games will also drop significantly."
Anthony Bean also pointed out that since WHO does not fully define the priorities of "game obstacles", once ICD-11 is implemented, the diagnosis of "game disorder patients" will be largely based on "the clinician's very subjective experience". However, in Anthony Bean's view, most clinicians and practitioners in the mental health field do not know much about the game hobby.
Game associations such as ESA, ESAC, EGDF, IESA, IGEA, ISFE and K-Games also issued a joint statement on the 19th, saying that more than two billion people around the world are safely enjoying the fun of the game. The reasons for this prove that all kinds of games are entertaining and enjoyable. "Our industry and global supporters will continue to voice opposition."