1 Centre for Youth Substance Abuse Research, The University of Queensland , Brisbane, QLD, Australia.
2 Mental Health Institute of the Second Xiangya Hospital, Central South University , Changsha, Hunan, China.
J Behav Addict. 2017 Sep 1;6(3):271-279. doi: 10.1556/2006.6.2017.039. Epub 2017 Aug 17.
Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be addressed, and for preventive approaches to be developed. Central to this effort is a need to delineate the nature of the problem, which is the purpose of the definitions in the draft of ICD-11.
近年来,在线游戏的普及程度大大提高,随之而来的是由于过度参与游戏而产生的多种问题。游戏障碍,无论是在线的还是离线的,都在《国际疾病分类》第 11 次修订草案(ICD-11)中首次被定义。多项全国性调查显示,在几个亚洲国家,年轻人中游戏障碍/成瘾的患病率为 10%-15%,而在一些西方国家的同龄人中为 1%-10%。现在已经认识到了与过度游戏相关的几种疾病,并且已经建立了诊所来应对个人、家庭和社区的关注,但许多病例仍然未被发现。由于精神活性物质和赌博障碍,游戏障碍与成瘾有许多共同特征,功能神经影像学显示大脑的相似区域被激活。世界各国的政府和卫生机构都在寻求解决在线游戏的影响,并制定预防措施。这一努力的核心是需要阐明问题的性质,这就是 ICD-11 草案中定义的目的。