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WHO Lists Gaming as a Disorder Considering the Latest Addiction?

The World Health Organization has classified gaming disorder as a condition that demonstrates the changing relationship between technology and the society. Potential harms of gaming on individuals and the broadercommunityhave driven the WHO to recognize the gaming disorder. Parents have been raising concerns about the effects of smartphones and the technology firms’ response to the concerns has become a significant news agenda.

The recent Digital Health Initiative by Apple has received much criticism from some analysts and users doubtful about the company’s desire to minimize the usage of smartphone considering that the company relies on smartphones for revenue heavily.

The remarks of Tim Cook confirming his excessive use of a smartphone indicates that the firm whose value is about $1trn is acknowledging the potential risk in smartphone use.

Last month, Matt Hancock, the Culture secretary decreased the maximum bet on Fixed Odds Betting Terminals. However, a gambling review carried out by the government in collaboration with the Internet Safety Strategy shows that focus should be on gaming which has become a vital social hazard.

Interestingly, Sunday papers cover stories concerning mindfulness apps whose irony is that they make use of smartphone technology to motivate users to stay away from smartphones. In his new book, Jaron Lanier, an influential author lists mental health as one of the top reasons why people should delete their social media accounts.

There has been neglecting of the massive scale and financial firepower of the gaming sector by Britain’s media outlets mainly because the media is run by individuals who are quite familiar with both music and video content. Industry figures indicate that more than 30 million Britons played a particular form of the electronic game in the past six months. A report by the Sunday Times suggests that the game sales in the UK last year were $3.4bn which is nearly as much as the sales of music and video combined.

The high gaming sales could be attributed to the fact that electronic gaming is a recent habit when compared to gambling even though millions of people enjoy both. Additionally, the industries concerned with gaming and gambling are doubtful of new rules or attempts to medicalize the enjoyment of fun activities.

Unknown to many, electronic gaming has grown into a massive industry with whole online communities where through particular platforms such as YouTube, people can watch gamers. For such players, gaming provides an excellent opportunity for a lucrative career through advertising, merchandising and sponsorship.

Just like gambling, gaming seems to be on a journey similar to that of nicotine that existed a generation ago.