Department of Psychiatry, Uijeongbu St. Mary's Hospital, College of Medicine, The Catholic University of Korea, 222 Banpo-daero, Seocho-gu, Seoul 06591, South Korea.
J Behav Addict. 2020 Dec 16;9(4):898-902. doi: 10.1556/2006.2020.00095.
The World Health Organization (WHO) included gaming disorders in International Classification of Disease-11th (ICD-11) on May 25, 2019. Since then, some academics and the gaming industry have continued to argue over the health system's response to online addictive behaviors. Under these circumstances, a framework involving groups representing various interests is needed to derive a reasonable solution to the dispute over the inclusion of gaming disorders in ICD-11. For this framework to work effectively, it is necessary to agree on consistent and advanced research findings that harms related to the excessive use of digital devices or content continue to occur empirically all over the world and that addictive use constitutes a primary addictive disorder. The problematic risk taking involving emerging technologies may include not only health risks from addictive use, but also more general harms associated with digital ethics and norms such as privacy and transparent money transactions. An understanding of a public health model of addiction is required to reduce harms associated with online addictive behavior that exist behind risk taking. Such harms are also mediated by excessive use, excessive money spending, and exposure to addictive content such as violence and pornography. Major stakeholders and their roles can be derived more effectively based on these conceptual models and parameters of harms. In conclusion, the context of the proposed stakeholder framework should be further optimized on the basis of two principles: (1) advocating consumer rights as a general and standard approach to digital products; and (2) protecting consumers' health from harms related to addictive behaviors.
世界卫生组织(WHO)于 2019 年 5 月 25 日将游戏障碍纳入国际疾病分类第 11 版(ICD-11)。此后,一些学者和游戏行业继续就健康系统对在线成瘾行为的反应展开争论。在这种情况下,需要一个涉及代表各种利益群体的框架,以得出 ICD-11 中纳入游戏障碍争议的合理解决方案。为了使该框架有效运作,有必要就相关研究结果达成一致意见,这些研究结果表明,与过度使用数字设备或内容相关的伤害继续在全世界范围内发生,并且成瘾性使用构成了主要的成瘾障碍。新兴技术涉及的有问题的冒险行为不仅可能包括成瘾性使用带来的健康风险,还可能包括与数字伦理和规范相关的更普遍的伤害,如隐私和透明的货币交易。需要了解成瘾的公共卫生模型,以减少与冒险行为背后的在线成瘾行为相关的伤害。这些伤害还通过过度使用、过度花钱以及接触暴力和色情等成瘾内容而加剧。基于这些概念模型和伤害参数,可以更有效地确定主要利益相关者及其角色。总之,应该基于以下两个原则进一步优化拟议的利益相关者框架的背景:(1)倡导消费者权利,作为数字产品的一般和标准方法;(2)保护消费者的健康免受与成瘾行为相关的伤害。