The World Health Organization’s (WHO)11th edition of its International Classification of Diseases (ICD), released Monday June 18, 2018, includes “gaming disorder.” The addition of “digital-gaming” or “video-gaming” addiction to the ICD as a new mental health condition probably doesn’t come as much of a surprise for most people; especially considering just how far the industry has come since the advent of games like pong and how many people are spending multiple hours a day “leveling-up.”
Once video games found their way into people’s households with Atari, followed then by the Nintendo Entertainment System (NES), it was clear that the sky was the limit. Today, the myriad of games and various types of games is unbelievable; and, the emergence of online gaming allows users the ability to play endless games endlessly. Yes, that’s right, there isn’t a finish line or final stage in the most popular titles people are engaging with; ostensibly, an individual can play ad infinitum. Even if someone manages to find the end of a particular maze, game developers will promptly release a patch expanding the border of the playable realm.
Not long ago there were limits on how far a person could go in a game and the amount of money they could spend. Take a game like Super Mario Brothers for instance; people bought the game and played it and there was a final stage with a boss to be vanquished. Upon beating the boss that was all she wrote! Sure, you could play the game again, but you were not going to spend more than your initial purchase. Conversely, the games people play today, regardless of the gaming system (i.e., PlayStation, XBOX, or PC), offer players downloadable content(DLC); attaching credit card numbers to “Gamertags” allows users to buy DLC to give their character an edge or a custom look.
How Many People Play Video Games?
It’s safe to say that there was a time that the majority of people playing video games in the early day were young males. While young men continue to make up the market share of gamers, a good many females play regularly. There was, and still is, a number of stereotypes that people attach to gamers, social recluses, and nerds to name a few; however, as the technology gets better and more take part, it becomes difficult to blanket label the types of people who game. The result: gaming becomes normalized; a significant number of celebrities fancy “first-person shooters” or racing games. There isn’t anything inherently wrong with digital-gaming, to be sure.
When we talk about gaming, we would be remiss if we fail to point out that smartphones open up a whole new market. App games like Candy Crush eat up a significant amount of time of millions of people each day; even though they lack some of the bells and whistles video game systems boast, apps are quite captivating and allow people to play-on-the-run.
The annual Global Games Market Report shows that there are 2.2 billion active gamers in the world in 2017; of which, 1.0 billion players (47%) spend money while playing and generated $108.9 billion in game revenues. People pay to play smartphone games which produced revenue of $46.1 billion in 2017, claiming 42% of the market. The above figures make clear that an unbelievably significant number of people are not only gaming, but they are also spending money to play after the initial purchase. It is also safe to contend that some individuals are spending money they don’t have to continue to chase after an in-game item, often called “loot,” the acquisition of said item elicits a particular feeling. Sound familiar?
What is Gaming Disorder?
WHO’s website defines “Gaming Disorder” as a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.
For gaming disorder to be diagnosed, the behavior pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.
Preëexisting Mental Health Conditions
There is still much to learn about the dangers of devoting increasing amounts of time to offline and online gaming. However, the available research shows stark similarities between problematic gaming and other forms of addiction. Researchers who had a hand in the World Health Organization’s landmark decision to include gaming disorder to its list of mental health diseases write, “Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated.”
You probably would have guessed that there are critics of WHO’s decision to include gaming disorder to the ICD. Some opponents are working for the industry, so we all should meet their opinions with some skepticism; however, Dr. Netta Weinstein, a senior lecturer in psychology at Cardiff University, tells The Guardian, “I just feel like we don’t know enough yet.”
Weinstein points out that only a statistically small number (nearly half that of gambling disorder) of gamers experience adverse symptoms that affect their lives. A big concern of hers is about comorbidity, having more than one mental health condition. In the field of addiction medicine, more times than not, people presenting symptoms of addiction also meet the criteria for a co-occurring mental health disorder such as depression, PTSD, or bipolar disorder. In many cases, mental illnesses like depression often give rise to addiction via the process of self-medication. Could it be that people are excessively gaming to the point of disorder, in order to cope with a preëxisting mental health condition? Weinstein says:
We need to know that it is about the gaming [gaming disorder] itself, or we’re treating something that’s not the actual problem.”
Dual Diagnosis Treatment
If you or a loved is struggling with alcohol or substance use disorder and any one of many mental health diseases, please contact PACE Recovery Center. We offer clients gender-specific, extended care treatment for males in the grips of progressive mental health disorders.
If you have suicidal ideations, please contact the National Suicide Prevention Lifeline: 1-800-273-8255