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WHO Recognizes "Gaming Disorder"

Bloomberg reports that beginning in 2022 the World Health Organization will officially recognize "gaming disorder" as a, well, gaming disorder. This is the listing describes this as involving "impaired control over gaming," "increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities," and "continuation or escalation of gaming despite the occurrence of negative consequences." Unsurprisingly, the Entertainment Software Association has issued a statement refuting this finding. This is from the introduction: "The WHO is an esteemed organization and its guidance needs to be based on regular, inclusive, and transparent reviews backed by independent experts. ‘Gaming disorder’ is not based on sufficiently robust evidence to justify inclusion in one of the WHO’s most important norm-setting tools." Here is the statement that follows:

“The global video game industry—including representatives from across Europe, the United States, Canada, Australia, New Zealand, South Korea, South Africa, and Brazil—today called on World Health Organization (WHO) Member States to re-examine at an early date its decision to include “Gaming Disorder” in the 11th edition of the International Classification of Diseases (ICD-11).

“The WHO is an esteemed organization and its guidance needs to be based on regular, inclusive, and transparent reviews backed by independent experts. ‘Gaming disorder’ is not based on sufficiently robust evidence to justify its inclusion in one of the WHO’s most important norm-setting tools.”

The interactive entertainment industry plays a leading role in the development of emerging technologies, including virtual reality, augmented reality, artificial intelligence and big data analysis. It is significant in advancing in research science across many fields ranging from mental health, dementia, cancer, and pioneer advances in accessibility. At the same time, the industry developed world-class consumer protection tools including parental controls and responsible game-education initiatives to ensure the players are able to engage in the safest environments.

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12. Re: WHO Recognizes May 26, 2019, 21:19 jacobvandy
 
clint wrote on May 26, 2019, 20:46:
MyRealName wrote on May 26, 2019, 20:24:
Nope. Only if they similarly recognize "Television Disorder", "Gardening Disorder", "Forum Participant Disorder", "News Follower Disorder", "Music Lover Disorder", "Netflix Disorder", "Beer Disorder" (well, maybe not that one), "Lego Disorder", "Socializing with Friendly People Disorder", "Daily Routine Disorder", "Hobby Disorder", "Doin' Lots of Shit You Like Because Life is Short Disorder", and so on.

True, however a good side effect of this might be to combat the preying of publishers/developers with loot crates, games with thousands of dollars of dlc's, or gems etc. That is something I could get behind. Recognize responsibility towards your customers, same as alcohol, gambling etc, but not ban them. Putting loot crates in a game could be seen as the same as taking a 8 year old to the track and giving them a beer while they put bets on.

Bingo, and exactly why the ESA aka major publisher lobby is coming out against it.
 
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