In its most recent modification to an ailment grouping manual, the World Health Organization said Monday that compulsively playing computer games presently qualifies as another psychological well-being condition. The announcement affirmed the feelings of dread of numerous guardians, however, drove a few faultfinders to caution that it might chance to defame youthful video players.

WHO said characterizing “gaming issue” as a different compulsion will encourage governments, families and medical professionals to be more watchful and arranged to recognize the dangers. However, the officials were quick to point out that the chances of these cases occurring as still very rare. Not more than 3 per cent of all video game players might be affected.

 

Dr Shekhar Saxena, executive of WHO’s speciality for emotional well-being and substance manhandle, said the official acknowledged the recommendation that gaming issue ought to be recorded as another issue in view of logical confirmation, referring to “the need and the interest for treatment in numerous parts of the world.”

However, Dr Joan Harvey, a spokesperson for British Psychological Society warned of the consequences that might occur if people misdiagnose their children as addicts, it is possible for people to be heavily involved in video gaming without having this condition.
Video games can provide a sense of escape for the player. They are able to let out their stress while playing enabling them to concentrate on more important things in their day to day life. Gaming might have an adverse effect on the players only if it’s done in excess. Video games are known to also have a positive effect on the player; it is known to enhance memory, multitasking skills, concentration and attention.

 

Dr Stamp Griffiths, who has been looking into the idea of video gaming issue for a long time, said the new characterization would help legitimize the issue and fortify treatment systems. He also added that the percentage of the players, who would be addicted to video games enough for it to be considered a mental health issue, was less than 1 per cent. Even then the people that might be affected might have a pre-existing condition of depression or anxiety.

However, WHO’s Saxena on the other had claimed that 2 to 3 per cent of gamers might be affected by the condition.