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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?

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