Exploring the social & cultural implications of videogames and other media.

Designation of a “Gaming Disorder” by WHO

In January 2018, the World Health Organization identified a “Gaming disorder” as follows:

as a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.
For gaming disorder to be diagnosed, the behaviour pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.

Many in the gaming community would typically circle the wagons and defend the medium, as has occurred for decades, typically with respect to causing violent behaviour in players. The mantra has been that games have no impact on players and should not be singled out as being more effective at modifying the thoughts or behaviour of the players than any other media form.

Reading the above diagnosis carefully, however, one must focus on the explicit criteria for the disorder, specifically “despite the occurrence of negative consequences.” This is not stating that playing videogames (to any particular measured extent) is a negative consequence in and of itself.  For this diagnosis to be valid, the player must be experiencing “significant impairment in personal, family, social educational, occupational or other important areas…” Meaning, then, that only when the focus on game play takes precedence over other important (necessary?) life functions does it become a problem.

My view on these matters has always been cautious scepticism. Describing videogames as having no effect on their players is tantamount to saying they are meaningless – hardly a tenable position for a media scholar to take. I’ve argued vehemently in the past for an R18+ rating in the Australian classification system not because I believe strongly that mature games should be restricted to adults (though I think some kind of warning or guide is certainly useful) but because such a rating would ensure mature games are not banned outright. In the Australian context, such a ‘restriction’ is actually a liberalisation of an already parochial system.

Though I don’t agree with him on every point, Jeremy Ray proposes that such a designation by WHO is a necessary step in the maturation of the medium. He focuses in particular on the compulsion exploiting design employed by videogames, derived very clearly from the gambling industry and Skinner-type psychology.

From my limited understanding (after all I am not a medical doctor or psychologist!) it appears that the WHO designation takes a sober view of game practices. Unlike the Australian classification system which excepted videogames from the R18+ category due to their purported “higher impact” baseline, WHO appears to be focused on the relative impact on other aspects of the player’s life, not on some exceptional, unique aspect of videogames themselves. This, then, is only fair.