1 International Gaming Research Unit, Psychology Department, Nottingham Trent University , Nottingham, UK.
J Behav Addict. 2017 Sep 1;6(3):296-301. doi: 10.1556/2006.6.2017.037. Epub 2017 Aug 17.
Background The recent paper by Aarseth et al. (2016) questioned whether problematic gaming should be considered a new disorder particularly because "Gaming Disorder" (GD) has been identified as a disorder to be included in the next (11th) revision of the World Health Organization's International Classification of Diseases (ICD-11). Methods This study uses contemporary literature to argue why GD should be included in the ICD-11. Results Aarseth and colleagues acknowledge that there is much literature (including papers by some of the authors themselves) that some individuals experience serious problems with video gaming. How can such an activity be seriously problematic yet not disordered? Similar to other addictions, gaming addiction is relatively rare and is in essence a syndrome (i.e., a condition or disorder characterized by a set of associated symptoms that tend to occur under specific circumstances). Consequently, not everyone will exhibit exactly the same set of symptoms and consequences, and this partly explains why those working in the problematic gaming field often disagree on symptomatology. Conclusions Research into gaming is not about pathologizing healthy entertainment, but about pathologizing excessive and problematic behaviors that cause significant psychological distress and impairment in an individual's life. These are two related, but (ultimately) very distinct phenomena. While being aware that gaming is a pastime activity which is enjoyed non-problematically by many millions of individuals worldwide, it is concluded that problematic gaming exists and that it is an example of disordered gaming.
最近,Aarseth 等人(2016 年)的论文质疑是否应该将有问题的游戏行为视为一种新的障碍,特别是因为“游戏障碍”(GD)已被确定为将被纳入世界卫生组织国际疾病分类第 11 次修订版(ICD-11)的一种障碍。
本研究使用当代文献来论证 GD 为何应被纳入 ICD-11。
Aarseth 及其同事承认,有很多文献(包括一些作者自己的论文)表明,一些人在玩视频游戏方面存在严重问题。这种活动怎么可能是严重的问题,但不是障碍呢?与其他成瘾行为类似,游戏成瘾相对较少,本质上是一种综合征(即一组相关症状的状况或障碍,往往在特定情况下发生)。因此,并非每个人都会表现出完全相同的症状和后果,这部分解释了为什么在有问题的游戏领域工作的人经常在症状学上存在分歧。
对游戏的研究不是要将健康娱乐病态化,而是要将导致个体生活中明显心理困扰和损害的过度和有问题的行为病态化。这是两个相关但(最终)非常不同的现象。虽然我们意识到游戏是一种消遣活动,全球数以百万计的人都在非问题地享受着它,但我们得出的结论是,有问题的游戏确实存在,并且它是一种游戏障碍的例子。