The emergence of online games can indeed present jobs by becoming a gamers. As Kotaku says, popular game players can make more than 50,000 USD.

However, if you don’t use it wisely, online games can disrupt life activities. The American Psychiatric Association (APA) estimates that there are 160 million American adults playing internet-based games.

Addiction to online games has been included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). However, until this problem was entered into the DSM-5 in 2013, there was not enough evidence to include game addiction as a criterion for mental disorders and through further research.

Even so, DSM-5 notes that game addiction can cause a decrease in the quality of a person’s life. Many consequences. There are those who are busy playing games everyday. There are also those who show certain symptoms when far apart from the game, whether sad, irritable, anxious. There are those who are unable to reduce playing games, even though they have tried to stop. Another problem is lying to others about the time spent playing, and there are those that make the game an escape from negative feelings. At worst, perhaps, when addiction to the game has ruined someone’s relationship with someone else and caused them to lose their jobs.

One way to verify game addiction disorders is research entitled “Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon” conducted in March 2017.

Through studies published in the American Journal of Psychiatry (PDF), Andrew K. Przybylski, Netta Weinstein and Kou Murayama assess the prevalence of this new psychiatric disorder, examine the validity of the proposed indicators, and compare research between online game addiction and gambling addiction, and estimating their impact on physical, social and mental health.

The study involved 18,932 respondents spread across the United States, United Kingdom, Canada, and Germany. In this study, they found more than 86 percent of young adults aged 18 to 24 years and 65 percent of adults playing online games.

In the study, they noted that 0.3 to 1.0 percent of the general population qualifies for a potential acute diagnosis of internet game disorders. But when compared to other disorders like gambling, internet-based games are far less likely to be addictive, but both can make life chaotic.

From this study, the researchers concluded that the more they were attached to online games, the stronger the symptoms of the game addiction mentioned earlier. However, the game has different effects on everyone’s physical, social and mental health.

Of course this research is debatable; is online gaming addiction a nuisance or just moral panic? This was reviewed by Patrick M. Markey and his two colleagues (PDF).

According to Markey et al., The study carried out is still important, because it can show that video game addiction is the real thing, but it is not an epidemic that can make some people addicted, even not comparable to alcohol, methamphetamine, or gambling addiction.

The majority of people who like online games in research Przybylski et al. known to be able to balance with their work schedules and social life.

Although APA continues to search for disorders caused by addiction to the game, the World Health Organization (WHO) includes these disorders in the 11th Revision of the International Classification of Diseases (ICD-11).

ICD is the basis for identifying global health trends and statistics and international standards for reporting diseases and health conditions. ICD is used by medical practitioners around the world when diagnosing a condition and is used by researchers to categorize a condition.

As reported by the BBC, several countries have identified this addiction as a major public health problem. In fact, in the UK there are clinics to treat this addiction. The sign or symptom used by doctors in detecting this disease is the presence of abnormal play behavior for at least 12 months.

Even though game addiction only affects a small number of active gamers, this is included in ICD so that people who engage in digital activities from video games can be aware of the amount of time they spend, especially if the game has disrupted your daily activities and disrupted physical, psychological health and social of gamers.

Leave a comment

Your email address will not be published. Required fields are marked *