The Press

Dangerous game

Should video game addiction be classified a mental health disorder? The World Health Organisati­on believes so, but the gaming industry says that would be an economic disaster.

- Los Angeles Times. Additional content by Mandy Te

His video game habit started in middle school. His bedroom door was always locked, and when his grandmothe­r stood on the veranda and peered through his window, he was invariably engrossed in an onscreen gunfight.

He eventually began disappeari­ng to play at internet cafes. Night after night, she would search for him, and he would try to evade her.

The South Korean is now 21 and unemployed. In June at his grandfathe­r’s funeral, he played games on his phone.

‘‘There wasn’t a day he’d go without playing,’’ said his grandmothe­r, who raised him and felt so ashamed by his situation that she would speak only on condition that her family not be named. ‘‘Games ruined the child.’’

That’s a controvers­ial opinion in South Korea these days. Video games are practicall­y the national pastime, played by the majority of adults and more than 90 per cent of adolescent­s. Rising concerns over the effects of games on mental health have been met with scepticism and disdain by the US$13 billion gaming industry.

The debate intensifie­d in May after the World Health Organisati­on (WHO) added ‘‘internet gaming disorder’’ to the 2022 edition of its Internatio­nal Classifica­tion of Diseases, which sets global standards for diagnosis.

That was a welcome developmen­t to many of South Korea’s mental health profession­als, who say the classifica­tion will broaden understand­ing of the problem and improve treatment. They point to multiple incidents of gamers dying after playing for days with little food or sleep. In 2009, a couple became so consumed by games that they allowed their infant daughter to die of malnutriti­on.

The South Korean government, which has assembled a panel of experts and industry insiders to study the issue, could add ‘‘gaming disorder’’ to its own diagnostic classifica­tion as soon as 2025.

But the country’s gaming industry argues that the classifica­tion will have dire economic consequenc­es.

Only the United States, China and Japan have bigger gaming sectors than South Korea, which exported US$6b in games in 2017. ‘‘It’ll be a disaster,’’ says Kim Jung-tae, a professor of game studies at Dongyang University and a veteran game developer who signed on to a task force pledging to fight the disease classifica­tion. ‘‘The entire ecosystem of the game industry could collapse.’’

He calls the push to recognise problemati­c gaming as an addiction a ‘‘witch hunt’’ perpetrate­d by psychiatri­sts and bureaucrat­s who stand to profit from funding for research and treatment, as well as parents eager to explain away their children’s academic failures.

South Korea’s Ministry of Culture, Sports and Tourism, which promotes and supports the gaming industry, has estimated that the gaming disorder designatio­n will reduce revenue by US$9b over the next three years and cost 8700 jobs. It has lobbied the WHO to drop the classifica­tion and urged South Korea

to reject it, putting it at odds with the health ministry.

Mental health advocates say concerns that the industry will come crashing down are overblown.

‘‘Alcoholics don’t blame the company that makes the liquor,’’ says Roh Sung-won, an addiction specialist and professor of psychiatry at Hanyang University Hospital in Seoul. ‘‘You don’t stop manufactur­ing cars because there are automobile accidents.’’

Roh says one of his patients was a video game addict who needed a month of psychiatri­c care in hospital after the owner of an internet cafe got worried about him and called police. The man had been playing for 72 hours straight.

Still, there are divisions among mental health experts over whether excessive gaming should be classified as a mental disorder.

In New Zealand, University of Auckland professor Peter Adams says he would not classify gaming as an addiction, instead calling it ‘‘problemati­c gaming’’.

It is important to look at how the product is delivered and marketed, especially towards young people. ‘‘The games are being designed by people with features that are designed to engage.’’

The most important consequenc­e of gaming is how it affects relationsh­ips, he says. ‘‘How does this play out in a young person’s capacity to form meaningful relationsh­ips?

‘‘When you’re spending time on gaming, you’re not spending time with friends or family. People can become socially disconnect­ed.’’

Aaron Drummond, of Massey University’s school of psychology, says ‘‘gaming addiction’’ is uncommon. ‘‘It is important to understand that some people are heavy users, but that this does not interfere in their day-to-day lives.

‘‘The best estimates I have seen suggest that fewer than 1 per cent of players display problemati­c engagement that interferes in their lives.

‘‘Where problemati­c use exists, it is still unclear why this occurs, but is often accompanie­d by depression and anxiety. It may be that many cases of excessive use are a symptom of underlying depression, anxiety, or other mental health issues.’’

Dr Allen Frances, who chaired the task force that oversaw the production of a past edition of the Diagnostic and Statistica­l Manual of

Mental Disorders, the bible of US psychiatry, has tweeted that recognisin­g gaming disorder could help some people but also carries the risk of mislabelli­ng ‘‘millions of normal recreation­al gamers’’.

South Korea has long been at the vanguard of concern about addiction to video games. In 2011, it passed the so-called Cinderella Law, requiring games to include automatic midnight shutdown for children 15 or younger. Teens quickly found workaround­s using VPN connection­s or signing on as their parents.

Two years later, a lawmaker proposed legislatio­n classifyin­g games alongside alcohol, drugs and gambling as major addictions to be battled by society. The proposal was debated for years before fizzling out.

In response to growing concerns, the video game industry establishe­d a Game Culture Foundation to promote the idea that gaming is a cultural asset rather than a social ill. The foundation set up five clinics to treat what it calls ‘‘game overindulg­ence’’. In the past five years, they have treated 17,000 people, according to researcher­s.

For the 21-year-old raised by his grandmothe­r, visits to hospitals and clinics never worked. He’d give up after one or two sessions.

Addiction ran in the family. His grandfathe­r was an alcoholic. The parallels seemed obvious to the woman who lived with both of them: the constant need for a fix, the deceit involved in hiding their habits, the inability to quit.

Her grandson disputes the idea that he was ever addicted to video games, even though he routinely missed school because he would play for 12 hours at a stretch.

Many of the video games he played featured the opportunit­y to buy ‘‘loot boxes,’’ which contain randomised prizes. It wasn’t much of a leap into another addiction that he readily acknowledg­es: gambling. He began dabbling in offshore sports betting websites. In recent years, he resorted to petty fraud to get gambling cash – such as selling his motorcycle to multiple people online.

He was arrested in July on fraud charges related to his gambling debts and is currently in jail awaiting trial.

He now says he doesn’t think much about video games any more. ‘‘I just played whenever I felt empty and depressed.’’

His grandmothe­r has been travelling an hour and a half every day, taking a bus, a train, then another bus to visit him. She often finds herself thinking back to his primary school days, when a soccer coach suggested that he had talent and that she should sign him up for lessons. The family couldn’t afford it – but now she wonders whether it would have made all the difference. –

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 ?? GETTY ?? There are divisions among mental health experts over whether excessive gaming should be classified as a mental disorder.
GETTY There are divisions among mental health experts over whether excessive gaming should be classified as a mental disorder.
 ?? GETTY ?? Participan­ts at a gaming festival in Germany earlier this year. Gaming is a global industry worth billions of dollars.
GETTY Participan­ts at a gaming festival in Germany earlier this year. Gaming is a global industry worth billions of dollars.
 ?? GETTY ?? In New Zealand, the Sparx online gaming tool was launched in 2014 to help young people suffering from mild to moderate depression.
GETTY In New Zealand, the Sparx online gaming tool was launched in 2014 to help young people suffering from mild to moderate depression.

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