Imataka George, Izumi Shu, Miyamoto Yuji, Maehashi Akira
Department of Pediatrics, Dokkyo Medical University, 880 Kitakobayashi, Mibu, Shimotsuga, Tochigi 321-0293, Japan.
Faculty of Human Sciences, Tokyo City University, Setagaya, Tokyo 158-8557, Japan.
J Clin Med. 2024 Aug 29;13(17):5122. doi: 10.3390/jcm13175122.
The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result of excessive gaming. Both organizations emphasize the similarities to behavioral addictions such as gambling. We examined the appropriate usage of video games from the perspectives of health and management in this study. For the general population, video games provide positive impacts such as stress alleviation and memory improvement. Game playing leads to a loss of time and money for the individual. It also has a negative impact on the individual's family and social life, evolving into a social problem. Gaming addiction is often accompanied by psychological disorders and other addictions, and long-term medical treatment, including approaches to the individual's psychological background and cognitive-behavioral therapy, is necessary. Therefore, the prevention of gaming disorder is essential. From a societal standpoint, action is required in three contexts: the government, game developers, and within the household as a whole. Simultaneously, the public needs to understand the positive potential of gaming, such as e-sports.
在这个快速数字化的时代,沉迷于过度游戏的人数有所增加。世界卫生组织和美国精神病学协会将游戏障碍认定为一种由于过度游戏而在日常生活中导致重大问题的状况。这两个组织都强调了它与赌博等行为成瘾的相似性。在本研究中,我们从健康和管理的角度审视了电子游戏的合理使用。对于普通大众而言,电子游戏能带来诸如减轻压力和改善记忆力等积极影响。然而,玩游戏会导致个人时间和金钱的损失。它还会对个人的家庭和社交生活产生负面影响,进而演变成一个社会问题。游戏成瘾常常伴有心理障碍和其他成瘾问题,因此需要长期的医学治疗,包括针对个人心理背景的方法和认知行为疗法。所以,预防游戏障碍至关重要。从社会层面来看,需要在三个方面采取行动:政府、游戏开发者以及整个家庭内部。与此同时,公众需要了解游戏的积极潜力,比如电子竞技。