https://www.nytimes.com/2016/07/27/health/who-transgender-me...
This is basically a subset of body integrity identity disorder, a mental illness that creates a strong desire to alter the body surgically, often by removing body parts.
WHO to recognize gaming disorder as mental health condition
71–80 of 101 posts
Re: WHO to recognize gaming disorder as mental health condition
#72Before the sceptics get in: 1. The purpose of DSM/ICD is often to justify financing treatment: > Chris Ferguson, a professor of psychology at Stetson University ... described the ICD as "the book of real diseases that you can get insurance payments for." 2. Treatment has to be mindful of the specific form of addiction: > "These are co-morbid conditions," he said. "If you just treat the depression and not gaming, the…
>3. modern clinical psychiatry is an evidenced-based, research-driven field which treats and forms diagnoses on the basis of decades of research into any particular condition. It isnt the 1950s. Your post was okay until your last point. While it isn't the 1950s, its absurd to contend that "modern clinical psychiatry" isn't massively subjective in terms of both treatment and diagnosis. The fact is that the vast majori…
Re: WHO to recognize gaming disorder as mental health condition
#73WHO recognizing things as diseases or not diseases is becoming largely politicized. They have already removed many obvious mental disorders from their lists due to political pressures and now they're starting to add some bizarre entries. I wouldn't be surprised if they add "investing in cryptocurrencies" or "thinking Russia is an ok place" next, considering current trendy topics.
https://news.ycombinator.com/item?id=16035450
From your other comment in this thread, it is clear that you are not well educated on this subject to speak with such authority. Calling somebody who feels their gender identity doesn't match their body as mentally ill is offensive and inaccurate, how can someone who is born in the wrong body be at fault? Organizations like WHO are doing a great job.
Re: WHO to recognize gaming disorder as mental health condition
#74I think I would have met the qualifications for this as a 14 year old. My parents were going through a bad divorce and I spent all my time playing StarCraft to cope. I had all the signs of addiction, I stopped hanging out with friends, I stayed awake all night, ate poorly and gave up in school. More than once I recognized my issue and smashed the CD, even one time glued it to a piece of paper and put it on our bullet…
Stereotypes aside, a lot of Korean teenagers (for me, counter-strike and an early 2000 korean MMO called N-age ㅋㅋㅋ) went through this cycle. It was a form of escape, especially as a kid dealing with a stressful environment, I can see why some of us form a special bond with video games.
Another contributing factor is if in that environment, the prospect of earning six digit salary as a pro gamer is very real with poor job prospects in a hyper competitive society. The industry is rife with health issues that is conveniently ignored and unfortunately "mental disorders" are still viewed with the stigma one would attach to institutionalized patients, although its improving thanks to organizations like WHO setting a standard.
Re: WHO to recognize gaming disorder as mental health condition
#75I don't know whether what I had (have?) meets this WHO definition, but I can tell you that at points in my life, I've had an unhealthy relationship with video games. For me, and maybe others as well, it's about having control over something and feeling a sense of accomplishment, feeling like I'm achieving something. Video games give you that. For a small cost ($20-$50), you can have pure escapism from reality, think…
I did both drugs and Everquest in highschool and I have to say I would rather walk through the Qeynos Hills than the other option.
https://www.cbsnews.com/news/addicted-suicide-over-everquest...
I remember seeing the Everquest demo trailer video in an Electronic Boutique store and reading about it in PC magazine, I was astounded by the sheer level of depth. Especially the part where you could setup a physical real estate and sell stuff you gathered form the virtual world (I'm not sure if this existed in Everquest, just recall seeing bits of it in a magazine).
Re: WHO to recognize gaming disorder as mental health condition
#76Earlier quoted context omitted.
This is basically a subset of body integrity identity disorder, a mental illness that creates a strong desire to alter the body surgically, often by removing body parts.
It is not a mental illness for somebody to feel discomfort from living in a body that's not congruent with their gender identity which lies in their head, not genitals.
Re: WHO to recognize gaming disorder as mental health condition
#77Re: WHO to recognize gaming disorder as mental health condition
#78WHO recognizing things as diseases or not diseases is becoming largely politicized. They have already removed many obvious mental disorders from their lists due to political pressures and now they're starting to add some bizarre entries. I wouldn't be surprised if they add "investing in cryptocurrencies" or "thinking Russia is an ok place" next, considering current trendy topics.
No, WHO has done an excellent job of recognizing the exact things which you invalidate. Please give evidence and examples to support your claim that they are politicizing by attempting to alleviate and bring more attention to previously neglected demographics. https://news.ycombinator.com/item?id=16035450 From your other comment in this thread, it is clear that you are not well educated on this subject to speak with…
Re: WHO to recognize gaming disorder as mental health condition
#79Earlier quoted context omitted.
I did both drugs and Everquest in highschool and I have to say I would rather walk through the Qeynos Hills than the other option.
There have been some publicized cases about Everquest... https://www.cbsnews.com/news/addicted-suicide-over-everquest... I remember seeing the Everquest demo trailer video in an Electronic Boutique store and reading about it in PC magazine, I was astounded by the sheer level of depth. Especially the part where you could setup a physical real estate and sell stuff you gathered form the virtual world (I'm not sure if t…
An example: often bosses would spawn once every K hours- randomly. So you might have to wait a literal 24 hours in a row without ever seeing the boss you need to kill, and he has a 1 in X chance of dropping the item you actually wanted. There were no 'instance' dungeons- the whole server shared that one room with the boss, so maybe you go there to wait for the boss to spawn, and there's two other groups already waiting.
There is a lot about it that was akin to a slot machine and those people who sit and put money into the machine over and over, all day. The same reward mechanism in the brain was being triggered. And from the perspective of players, that waiting, that fighting bosses, all of that was work that you put in to get the reward. And that feeling of putting in work and achieving something- even something that isn't real- that was the addiction when it felt like you couldn't ever get that in real life.
Death in the game was a big deal too- you lost experience, lost maybe hours or days or work. You could lose a level! This triggered really complex fear-of-loss psychology, and for people already dealing with psychological issues (that's why they played EQ so much) there were always stories about the rage from dying. Just really unhealthy stuff all around.
I don't personally think it was designed to do this to humans, no truly malicious intent, but it did mess with people.
Re: WHO to recognize gaming disorder as mental health condition
#80I don't know whether what I had (have?) meets this WHO definition, but I can tell you that at points in my life, I've had an unhealthy relationship with video games. For me, and maybe others as well, it's about having control over something and feeling a sense of accomplishment, feeling like I'm achieving something. Video games give you that. For a small cost ($20-$50), you can have pure escapism from reality, think…
I did both drugs and Everquest in highschool and I have to say I would rather walk through the Qeynos Hills than the other option.