

Yeşilay’dan
Bağımlılıkla
Mücadelede
Eğitim Seferberliği
The World Health Organization (WHO) has defined gaming disorder as a
disease, and has assigned it with an ICD diagnosis code. We spoke to Dr.
Daniel Spritzer, Coordinator for the Board of Directors of the International
Society for the Study of Behavioral Development (ISSBD), about gaming
addiction and the threat it poses to children and young people, and about
the developments witnessed around the world in this regard.
What is the current global
situation in technology and gaming
addiction?
We live in a world that is deeply
influenced by technology, in that it
impacts the way we communicate
and relate to others, the way we
learn, and also the way we have
fun. Understanding the healthy and
harmful aspects of these fast changing
behaviors is a challenge for mental
health
professionals.
Since the 1990s, researchers have
been looking into the intense and
problematic use of the Internet and
games, and hundreds of studies have
been conducted in various countries
around the world, gathering evidence
that has enabled many advances in
this field.
There is now recognition from the
international scientific community,
as well as from mental health
professionals and governments, that
the use of digital games – as well as
other digital products, such as social
networking and online pornography –
can end up harming some users, to the
point of it being considered a mental
disorder.
What is being done to protect
public health, and what is planned
for the future?
The inclusion of Gaming Disorder
in the 11th version of the World
Health Organization’s International
Classification of Diseases (ICD-11)
represents a major step benefitting
public health. By offering an evidence-
based framework that better guides
diagnostic procedures related to this
condition, it facilitates and legitimates
access to care, while also stimulating
scientific research.
It is important here to make a clear
definition of the difference between
“gaming” and “gaming disorder”.
Gaming is the main leisure activity of
many children, adolescents and adults,
and is playing an increasing role in
education, health and culture. Gaming
disorder is when gaming has become
problematic and is causing significant
impairments in daily life, which
happens to a very small proportion
of players. Coming up with preventive
measures can be effective without
pathologizing normal behavior (i.e.,
promoting safer use while maximizing
the benefits of this extremely
interesting and popular activity) is a
challenge for all stakeholders.
What is the role of civil society in
this regard?
The use of technology does not belong
to a specific area of knowledge, let
alone to a single professional specialty.
Similarly, the problematic use of
games can be understood differently
by the many different stakeholders
(gamers and their families, industry,
the health and educational system,
the press, academia, the government).
Civil society can play an important
role in the fight against gaming
addiction by raising awareness of
the harmful effects of excessive
gaming, by establishing community-
based preventive strategies, and by
developing innovative approaches
based on a realistic picture of what
is actually needed. This will allow it
to reach out to the most vulnerable
groups,providingvaluableinformation
on how they can best be helped.
What is your opinion on Green
Crescent’s fight against addiction?
GreenCrescent’s fight against all forms
of addiction is guided by a perspective
that centers on people and evidence.
It is an organization that stands out
in the international arena because of
this. Prevention projects that were
initially developed in Turkey have
spread gradually to many countries
around the world. Green Crescent,
through these projects, has incredible
potential to help people with gaming
disorders and their families by raising
public awareness of the issue and by
providing treatment and rehabilitation
services, but also through it’s advocacy
work and comprehensive cooperation.
Interview by: Sara Evli
Gaming disorder is when
gaming has become
problematic and is causing
significant impairments in
daily life, which happens to
a very small proportion of
players.
DR. DANIEL SPRITZER;
“ONLINE GAMING IS A DISEASE
IF IT AFFECTS ONE’S LIFE”
Dr. Spritzer works as a child and
adolescent psychiatrist in Porto
Alegre, Brazil. He is on the board of the
International Society for the Studies
of Behavioral Addiction (ISSBA), and
has since 2006 coordinated the Study
Group on Technological Addictions – a
group created to understand how
the increasing use of media affects
the mental health of children and
adolescents.
WHO IS DR. DANIEL SPRITZER?
40