World Health Organization classifies compulsive playing of video games as a mental disorder

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The World Health Organisation has released its new International Classification of Diseases (ICD-11).

Risky behaviours associated with gaming or its context.

Separately, the WHO listed "hazardous gaming", which is when a pattern of gaming "appreciably increases the risk of harmful physical or mental health consequences to this individual or others around this individual".

Maybe more consumers will push back against video game makers who design their products to be addictive with the same sort of uproar we've seen about tobacco and opioids. Recategorizing transgender as a sexual health condition is aimed at cutting stigma and improving quality of care, says the WHO.

However, the formal decision to recognise the overuse of games as a mental health condition has been depicted as an overreaction.

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You know, when you've played a video game and you go, "I can't put it down"?

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.

The disorder was named in a draft of the upcoming International Classification of Diseases (ICD). And the kind of game that someone is gravitating toward is really important if we're going to understand why someone would get addicted to it.

Today was the first preview of the new ICD-11 codes, which included updates to designations for antibiotic resistance to better align with the Global Antimicrobial Resistance System (GLASS), so that "antimicrobial resistance patterns can be documented properly".

In addition, the ICD states that any person who is giving precedence to gaming over any other activities in life and also continued gaming in spite of negative consequences in other areas of life is also attributed to the addiction.

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It's also worth mentioning that even with this definition, diagnosis standards are quite high.

The games industry raked in US$108 billion (RM432 billion) worldwide past year, more than double movie box-office receipts, said Superdata, which tracks the games and interactive media sector.

The games industry raked in $108 billion dollars worldwide in 2017, more than double movie box-office receipts, according to Superdata, which tracks the games and interactive media sector. The evidence for its inclusion remains highly contested and inconclusive.

WHO has said gaming disorder is a serious health condition that requires monitoring.

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