Gambling addiction is to be classified as a mental health condition for the first time by the World Health Organization.
Your 11 of the International Classification of Diseases (ICD) will include the condition of “games”disorder.
The draft document, which it describes as a pattern of persistent or recurrent behaviors of game so bad that it takes “precedence over other life interests.”
Some countries had already identified as a major public health problem.
Many, including the uk, have private addiction clinics to “treat” the condition.
The latest version of the ICD was completed in 1992, with the new guide will be published in 2018.
The guide contains codes for diseases, signs and symptoms, and is used by clinicians and researchers to track and diagnose the disease.
It is suggested that the alteration of the behaviors of game that should be in evidence for a period of at least 12 months “for a diagnosis to be assigned”, but adds that the term can be reduced “if the symptoms are severe”.
The symptoms include:
impairment of control of gambling (frequency, intensity, duration)
increase the priority given to games of chance
the continuation or escalation of gambling despite adverse consequences
The dr. Richard Graham, lead technology specialist in addictions at the Nightingale Hospital in London, welcomed the decision to recognize the state.
“It is important because it creates the opportunity for more specialized services. It puts it on the map as something to take seriously.”
But he added that he was going to have sympathy for those who do not believe that the condition should be medicalised.
“It could take to confuse the parents, whose children are fans of the players.”
He said he sees about 50 new cases of addiction digital each year, and its criterion is based on whether the activity is affecting basic things such as sleeping, eating, socializing and education.
He said that one question he asked was: “Is the addiction to take neurological real estate, to dominate the thought and concern?”
Many psychiatrists refer to the Diagnostic and Statistical Manual of Mental Disorders (DSM), the fifth edition of which was published in 2013.
In that, internet gaming disorder is listed as a “condition for further study”, which means that it is not officially recognised.
Many countries are grappling with the problem and in South Korea, the government has introduced a law prohibiting the access of children under the age of 16 years of online games between midnight and 06:00.
In Japan, the players are alerted if they spend more than a certain amount of time each month playing and in China, internet giant Tencent has limited the number of hours that children can play their most popular games.
A recent study from the University of Oxford suggests that, while children spend a lot of time on their screens, usually managed to intertwine digital leisure daily life.
The research – looking at children between the ages of eight and 18 and found that children spent more time playing video games than girls.
Researcher Killian Mullan, said: “People think that children are addicted to technology, and in front of these screens 24/7, to the exclusion of other activities – and we now know that is not the case.”
“Our findings show that the technology is being used and, in some cases, perhaps to support other activities, such as tasks, for example, and not to pressure them,” he added.
“Like adults, children spread their digital tech use throughout the day, while doing other things.”