Video game disorder: new mental disorder in ICD-11
Our behavior evolves at the same time that our culture and society evolve, therefore It is not absurd to think that new disorders or psychological alterations appear as a result of these changes. related. 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 growing proliferation of video games and their accessibility have made the WHO itself considers whether this could pose a problem for the mental and physical health of the people.
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Is gaming disorder a new condition?
Last December, the WHO announced a new psychological condition closely related to these times: video game disorder.
The real 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 scientific circles. investigation; this being one of the first steps taken by the organization when considering the possibility that an abuse of video games 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 on the matter, since addiction or problems related to the abuse of video games are increasingly recurrent in psychology consultations.
The WHO has reported that, although it is still early to reveal fully epidemiological data reliable, it is estimated that the number of people affected by this disorder ranges from 1 to 10% of the population adult general.
Likewise, it has been specified that although this is a disorder much more linked to the younger population, this It is not an exclusive criterion, so for the moment it will be equally considered for all age groups.
Although the WHO itself admits that Most of the population that considers themselves a regular gambler does not suffer from any type of disorder, it is recommended that these people have the time they dedicate to this hobby under control, since the excessive use of these games It can cause adverse effects such as the abandonment of obligations and daily activities or alterations in both physical and mental health. psychological.
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.
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What features does it have?
Because it is a very recent disorder that is still under investigation, the WHO representatives have revealed that, for the moment, video game disorder will not have its own epigraph in the next edition of the ICD-11, but rather this will be located within the diagnoses related to digital games.
Therefore, despite the fact that a definitive definition has not been established, a series of characteristics and behavior patterns typical of this disorder have been described.
Video game disorder is defined as a pattern of behavior characterized by a lack of control over the need to gamble, 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 as being continuous or recurring, having observed an escalation of the time invested in video games despite their negative consequences. 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 for it to be considered as such, this pattern of conduct must significantly interfere with the other areas of the person's life. Therefore, contexts such as work, education, family or social must be highly affected.
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What will be the diagnostic criteria?
For 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.
Similarly, for a diagnosis of gaming disorder to be made, the problem must be evident, at least, during a period of 12 months. However, the WHO warns that in very serious cases the time can be much less.
The three criteria to take 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 must be unable to exercise voluntary control over her behavior in relation to video games. This symptom also includes the inability to limit and control the amount of time spent gambling.
2. game priority
During the period in which the disorder develops, the person increases the level of priority given to gambling. locating the time invested in playing ahead of the rest of the obligations of the person.
3. behavior escalation
Finally, the third criterion establishes that the person affected by the video game disorder must experience a scale in her conduct, which she will continue to carry out despite the detrimental effects it has on her state of health. Regardless of the damage involved, the patient will continue with her behavior or even increase it.
Has a treatment been defined?
Despite everything described above, the next volume of the ICD-11 in which this disorder is already found does not establish any guidelines for prevention or treatmentTherefore, it does not offer any type of recommendation for family members, professionals or institutions.
However, the WHO emphasizes that the introduction of this disorder is the first step for organizations and professionals consider it when designating resources and means for the prevention, treatment and rehabilitation of this disorder.
Criticism of its introduction in the ICD-11
As expected, The decision of the WHO has not escaped criticism of some specialists who consider that the generation of a specific label for this pattern of behavior is excessive.
Some sectors defend that, although it is a behavior that must be taken into account, its introduction in a manual of diagnosis can create confusion in professionals and in relatives of people who are only enthusiasts of the video game.
Another example is that of a study carried out at the University of Oxford in which it was established that, although children spend a lot of time playing video games, in most cases they themselves are capable of combining this hobby with the rest of their activities or obligations without any aspect of their life being affected injured.