Endless play can be a bad habit. It does not make a mental illness.



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The World Health Organization last month added "Internet Gambling Disorder" to its manual of psychiatric diagnoses, and the reaction was, we will say, muted.

At a time when millions of adult adults are trading one-liners with Siri or Alexa, the diagnosis seems late, is not it?

Put down your phone and look around: If half of the people you see walking down the street or taking the bus with you are face down in a small screen, it's not a coincidence to think that & # 039; A certain percentage of us especially the younger ones and the men, fell hard for " Fortnite" or "League of Legends" or "World of Warcraft" and can not get up, except to pick up the occasional bowl of Lucky Charms.

They are stuck. They sleep with their heads on keyboards. They could use a friend's breathing, let go-to-the-park variety. They could use help.

Yet to embrace I.G.D., as we know, as a new mental health disorder has its own perils. Many psychologists are skeptical about the fact that it exists as a stand-alone problem. The diagnostic criteria are still unclear, and the potential for overdiagnosis is enormous

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I.G.D. is a case study on what happens when researchers become convinced that a bad habit has become something different: a disorder. Studies accumulate and the notion takes on a life of its own – which may or may not be convincing to the putative "patients".

"The question is, what is the difference between a bad habit and a disorder, and where do you draw that line," said Scott Lilienfeld, professor of psychology at Emory University.

"Some , like me, believe that there is often no reliable way to do it. Others do not agree. The fact is that you have to be very careful to do this "for people who need help."

WHO's definition of gambling disorder is a mouthful:

A model of gambling behavior characterized by a deficient control over the game, the priority given to the game over other activities to the extent that the game takes precedence over other interests and daily activities, and the pursuit or l & # 39; 39, climbing the game despite the negative consequences.

As a diagnosis, it's a potential blockbuster. Estimates of its prevalence – up to 9 percent of all players – mean that dozens Millions of people, most of them young people in the world, can now be considered mentally disturbed.

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