Video Game Disorder: a new mental disorder according to WHO
It will appear in the new edition of the International Classification of Diseases (ICD-11).
Our behavior evolves at the same time as our culture and society evolves, therefore it is not absurd to think that as a result of these changes new disorders or related psychological alterations appear. This is the case of video game disorder.
A few decades ago it was almost impossible to think that a video game could lead to a psychological disorder.. However, the increasing proliferation of video games and their accessibility have led the WHO itself to consider whether this could become a problem for people's mental and physical health.
Is video game disorder a new condition?
Last December the WHO announced a new psychological condition closely related to the current times: video game disorder.
The actual existence of this condition, which will be included next July in the new edition of the International Classification of Diseases (ICD-11), has been widely debated within research circles; this being one of the first steps taken by the organization when considering the possibility that video game abuse can generate addictions or psychological disorders.
After years of research, since the WHO has been working with groups of experts in this field since 2005, the organization has found it necessary to pronounce itself on the matter, since addiction or problems related to the abuse of video games are increasingly recurrent in the are increasingly recurrent in psychology consultations.
The WHO has reported that, although it is still too early to reveal completely reliable epidemiological data, the number of people affected by this disorder is estimated to be between 1 and 10% of the general adult population.
Likewise, it has been specified that although this is a disorder much more linked to the younger population, this is not an excluding criterion, so for the time being it will be equally considered for all age groups.
Although the WHO itself admits that the majority of the population considered to be regular gamblers do not suffer from any type of disorderHowever, it is advisable that these people keep under control the time they devote to this hobby, since the excessive use of these games can cause adverse effects such as the abandonment of daily obligations and activities or alterations in both physical and psychological health.
In the same way, professionals from different health fields are also encouraged to observe and admit the possible consequences that the abuse of video games can have on the health of children and adults.
What are its characteristics?
Due to the fact that it is a very recent disorder that is still under investigation, the representatives of the WHO have revealed that, for the moment, video game disorder will not have its own epigraph in the next edition of the ICD-11, but that it will be located within the diagnoses of the ICD-11. will be placed within the diagnoses related to digital games..
Therefore, although a definitive definition has not been established, a series of characteristics and behavioral patterns characteristic of this disorder have been described.
The video game disorder is defined as a pattern of behavior characterized by a lack of control over the need to play, giving more and more priority to the time spent playing video games than to other activities and interests that were previously important to the person.This behavior is characterized by a lack of control over the need to play, giving more and more priority to the time spent playing video games than to other activities and interests that were previously important to the person.
This behavior is defined by being continuous or recurrent, having observed an escalation of the time spent playing video games despite the negative consequences of these. That is, the person continues to play despite the harmful effects it causes.
In order to avoid overdiagnosis of this disorder, the WHO warns that, in order to be considered as such, this pattern of behavior must interfere significantly with the development of the disorder, this pattern of behavior must interfere significantly in the other areas of the person's life.. Therefore, contexts such as work, education, family or social life must be highly affected.
What are the diagnostic criteria?
For an abnormal behavior related to the use and abuse of video games to be considered a disorder or disease, the following three criteria must be met.
Likewise, for a diagnosis of video game disorder to be made, the problem must be in evidence for at least a 12-month period. However, the WHO warns that in very severe cases the time may be much shorter.
The three criteria to be taken into account when diagnosing video game disorder are the following.
1. Lack of control
The first of the three criteria is the one that stipulates that the person should be unable to exercise voluntary control over his or her behavior in relation to video games.. This symptom also includes the inability to limit and control the amount of time spent playing.
2. Priority to play
During the period in which the disorder develops the person increases the level of priority given to gambling. Placing time spent playing ahead of the rest of the person's other obligations. of the person.
3. Escalation of the behavior
Finally, the third criterion states that the person affected by the video game disorder must experience an escalation in his or her behavior, which he or she will continue to carry out despite the detrimental effects it has on his or her state of health. Regardless of the damage involved, the patient will continue with his behavior or even increase it..
Has a treatment been defined?
Despite everything described above, the next ICD-11 volume in which this disorder is already included does not establish any prevention guidelines. does not establish any guidelines for prevention or treatment, so it does not offer any kind of treatment.It does not offer any recommendations for family members, professionals or institutions.
However, WHO stresses that the introduction of this disorder is the first step for organizations and professionals to consider it when designating resources and means for the prevention, treatment and rehabilitation of this disorder.
Criticism of its introduction in ICD-11
As expected, the WHO's decision has not been free of criticism from some specialists from some specialists who consider that the creation of a specific label for this pattern of behavior is excessive.
Some sectors defend that, although it is a behavior that has to be taken into account, its introduction in a diagnostic manual can create confusion in professionals and family members of people who are only video game enthusiasts.
Another example is that of a study carried out at Oxford University which established that, although children spend a lot of time playing video games, in most cases they themselves are able to combine this hobby with the rest of their activities or obligations without any aspect of their life being affected.
(Updated at Apr 13 / 2024)