EDITORIAL

Gaming Disorder: Past, Present, and Future

  • LONG Jiang ,
  • ZHAO Min ,
  • HAO Wei
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  • 1Shanghai Mental Health Center, Shanghai Jiao Tong University School of Medicine, Shanghai 200030, China;
    2Mental Health Institute, The Second Xiangya Hospital, Central South University, Changsha 410011, China
*ZHAO Min, drminzhao@smhc.org.cn; HAO Wei, weihao57@csu.edu.cn, weihao57@163.com

Online published: 2024-10-16

Abstract

In the wake of rapid popularization of electronic products and network services and the popularity of online games, in the recent ten years, clinical workers, public health experts, epidemiologists, and policy makers all around the world are highly concerned about the health issues caused by the use of games (especially online games). Since 2014, the World Health Organization (WHO) has convened a series of expert meetings in Japan, South Korea, China, Turkey, the United Arab Emirates, and other places to discuss this issue. Based on the existing scientific evidence and the experts’ consensus formed in the abovementioned meetings, the WHO included gaming disorder as an addictive mental disorder in ICD-11. Although there are some debates, the mainstream viewpoint still highly affirms the necessity of integrating gaming disorder into ICD-11, and believes that the diagnosis will greatly promote the research and prevention of this disorder. In view of the challenges and future work direction in the field of gaming disorder, this article provides some perspectives.

Cite this article

LONG Jiang , ZHAO Min , HAO Wei . Gaming Disorder: Past, Present, and Future[J]. Psychological Communications, 2021 , 4(3) : 135 -138 . DOI: 10.12100/j.issn.2096-5494.221060

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