Gaming addiction classified as mental health disorder by WHO

Parents are being advised to limit their children’s screen time. (Shutterstock)
Updated 05 July 2018
0

Gaming addiction classified as mental health disorder by WHO

  • Addiction to video games has been recognized by World Health Organization as a mental health disorder
  • The International Classification of Diseases now covers 55,000 injuries, diseases and causes of death

GENEVA: Obsessive video gamers know how to anticipate dangers in virtual worlds. The World Health Organization says they now should be on guard for a danger in the real world: spending too much time playing.
In its latest revision to a disease classification manual, the UN health agency said Monday that compulsively playing video games now qualifies as a mental health condition. The statement confirmed the fears of some parents but led critics to warn that it may risk stigmatizing too many young video players.
WHO said classifying “gaming disorder” as a separate addiction will help governments, families and health care workers be more vigilant and prepared to identify the risks. The agency and other experts were quick to note that cases of the condition are still very rare, with no more than up to 3 percent of all gamers believed to be affected.
Dr. Shekhar Saxena, director of WHO’s department for mental health and substance abuse, said the agency accepted the proposal that gaming disorder should be listed as a new problem based on scientific evidence, in addition to “the need and the demand for treatment in many parts of the world.”
Dr. Joan Harvey, a spokeswoman for the British Psychological Society, warned that the new designation might cause unnecessary concern among parents.
“People need to understand this doesn’t mean every child who spends hours in their room playing games is an addict, otherwise medics are going to be flooded with requests for help,” she said.
Others welcomed WHO’s new classification, saying it was critical to identify people hooked on video games quickly because they are usually teenagers or young adults who don’t seek help themselves.
“We come across parents who are distraught, not only because they’re seeing their child drop out of school, but because they’re seeing an entire family structure fall apart,” said Dr. Henrietta Bowden-Jones, a spokeswoman for behavioral addictions at Britain’s Royal College of Psychiatrists. She was not connected to WHO’s decision.
Bowden-Jones said gaming addictions were usually best treated with psychological therapies but that some medicines might also work.
The American Psychiatric Association has not yet deemed gaming disorder to be a new mental health problem. In a 2013 statement, the association said it’s “a condition warranting more clinical research and experience before it might be considered for inclusion” in its own diagnostic manual.
The group noted that much of the scientific literature about compulsive gamers is based on evidence from young men in Asia.
“The studies suggest that when these individuals are engrossed in Internet games, certain pathways in their brains are triggered in the same direct and intense way that a drug addict’s brain is affected by a particular substance,” the association said in that statement. “The gaming prompts a neurological response that influences feelings of pleasure and reward, and the result, in the extreme, is manifested as addictive behavior.”
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.
“Video gaming is like a non-financial kind of gambling from a psychological point of view,” said Griffiths, a distinguished professor of behavioral addiction at Nottingham Trent University. “Gamblers use money as a way of keeping score whereas gamers use points.”
He guessed that the percentage of video game players with a compulsive problem was likely to be extremely small — much less than 1 percent — and that many such people would likely have other underlying problems, like depression, bipolar disorder or autism.
WHO’s Saxena, however, estimated that 2 to 3 percent of gamers might be affected.
Griffiths said playing video games, for the vast majority of people, is more about entertainment and novelty, citing the overwhelming popularity of games like “Pokemon Go.”
“You have these short, obsessive bursts and yes, people are playing a lot, but it’s not an addiction,” he said.
Saxena said parents and friends of video game enthusiasts should still be mindful of a potentially harmful problem.
“Be on the lookout,” he said, noting that concerns should be raised if the gaming habit appears to be taking over.
“If (video games) are interfering with the expected functions of the person — whether it is studies, whether it’s socialization, whether it’s work — then you need to be cautious and perhaps seek help,” he said.


WHO: Alcohol abuse kills 3 million a year, most of them men

The logo of the World Health Organization (WHO) is pictured on the facade of the WHO headquarters on October 24, 2017 in Geneva. (AFP)
Updated 22 September 2018
0

WHO: Alcohol abuse kills 3 million a year, most of them men

  • Of all deaths attributable to alcohol, 28 percent were due to injuries, such as traffic accidents and interpersonal violence
  • An estimated 2.3 billion people worldwide drink alcohol, with average daily consumption of people at 33 grams of pure alcohol a day

GENEVA: More than 3 million people died in 2016 due to drinking too much alcohol, meaning one in 20 deaths worldwide was linked to harmful drinking, the World Health Organization (WHO) said on Friday.
More than three quarters of these deaths were among men, the UN health agency said. Despite evidence of the health risks it carries, global consumption of alcohol is predicted to rise in the next 10 years.
“It’s time to step up action to prevent this serious threat to the development of healthy societies,” WHO Director-General Tedros Adhanom Ghebreyesus, said.
In its “Global status report on alcohol and health 2018,” the WHO said that globally, an estimated 237 million men and 46 million women are problem drinkers or alcohol abusers. The highest prevalence is in Europe and the Americas, and alcohol-use disorders are more common in wealthier countries.
Of all deaths attributable to alcohol, 28 percent were due to injuries, such as traffic accidents and interpersonal violence. Another 21 percent were due to digestive disorders, and 19 percent due to cardiovascular diseases such as heart attacks and strokes.
An estimated 2.3 billion people worldwide drink alcohol, with average daily consumption of people at 33 grams of pure alcohol a day. This is roughly equivalent to two 150 ml glasses of wine, a large (750 ml) bottle of beer or two 40 ml shots of spirits.
Europe has the highest per person alcohol consumption in the world, even though it has dropped by around 10 percent since 2010. Current trends point to a global rise in per capita consumption in the next 10 years, the report said, particularly in Southeast Asia, the Western Pacific and the Americas.
“All countries can do much more to reduce the health and social costs of the harmful use of alcohol,” said Vladimir Poznyak, of the WHO’s substance abuse unit. He said proven, cost-effective steps included raising alcohol taxes, restricting advertising and limiting easy access to alcohol.
Worldwide, 45 percent of total alcohol consumed is in the form of spirits. Beer is the second most popular, accounting for 34 percent of consumption, followed by wine at 12 percent.
The report found that almost all countries have alcohol excise taxes, but fewer than half of them use other pricing strategies such as banning below-cost sales or bulk buy discounts.