Our behaviour evolves at the same time as our culture and society evolves, so it is not absurd to think that new related psychological disorders or alterations may appear as a result of these changes. This is the case of video game disorder.

A few decades ago it was almost impossible to think that a video game could lead to a psychological disorder . However, the growing proliferation of video games and their accessibility has made the WHO itself consider whether this could become a problem for people’s mental and physical health.

Is video game disorder a new condition?

Last December the WHO announced a new psychological condition that is very much related to the times: video game disorder.

The actual existence of this condition, which will be included next July in the new edition of the International Classification of Diseases (ICD-11), has been widely debated within research circles; this being one of the first steps taken by the organization when considering the possibility that an abuse of video games may generate addictions or psychological disorders.

After years of research, since the WHO has been working with groups of experts in this field since 2005, the agency has found it necessary to make a statement on the subject, since addiction or problems related to the abuse of video games are increasingly recurring in psychology consultations.

WHO has reported that, although it is still early to reveal fully reliable epidemiological data, the number of people affected by this disorder is estimated to be between 1 and 10% of the general adult population.

Likewise, it has been specified that although this disorder is much more linked to the younger population, it is not an exclusive criterion, so for the time being it will be equally considered for all age groups.

Although the WHO itself admits that most of the population that considers itself a regular player does not suffer from any type of disorder , it is recommended that these people have under control the time they dedicate to this hobby, since the excessive use of these games can cause adverse effects such as the abandonment of daily obligations and activities or alterations in both physical and psychological health.

Likewise, professionals in different health fields are also encouraged to observe and admit the possible consequences that video game abuse can have on the health of children and adults.

What are its characteristics?

Because it is a very recent disorder that is still being researched, WHO representatives have revealed that, for the time being, video game disorder will not have its own heading in the next edition of the ICD-11, but will be placed within the diagnoses related to digital games .

Therefore, although no definitive definition has been established, a number of characteristics and behavioural patterns characteristic of this disorder have been described.

Video game disorder is defined as a pattern of behavior characterized by a lack of control over the need to play games , with increasing priority given to the time spent playing video games over other activities and interests that were previously important to the person.

This behavior is defined as being continuous or recurrent, having observed an escalation in the time spent on video games despite the negative consequences of these. In other words, the person continues to play despite the harmful effects it causes.

In order to avoid overdiagnosis of this disorder, the WHO warns that, in order to be considered as such, this pattern of behaviour must interfere significantly in the rest of the person’s life . Therefore, contexts such as work, education, family or social must be highly affected.

What will be the diagnostic criteria?

The following three criteria must be met for abnormal behavior related to the use and abuse of video games to be considered a disorder or illness.

Similarly, in order to be diagnosed with video game disorder, the problem must be evident for at least a period of 12 months . However, the WHO warns that in very serious cases the time may be much shorter.

The three criteria to consider when diagnosing video game disorder are the following.

1. Lack of control

The first of the three criteria is that the person must be unable to exercise voluntary control over his or her behaviour in relation to video games . This symptom also includes the inability to limit and control the amount of time spent playing games.

2. Priority to play

During the period in which the disorder develops the person increases the level of priority given to the game. By placing the time spent playing ahead of the person’s other obligations .

3. Escalation of behaviour

Finally, the third criterion provides that the person affected by the video game disorder must experience a scale in his or her behavior, which he or she will continue to do despite the harmful effects it has on his or her health. Regardless of the harm involved, the patient will continue with his behaviour or even increase it .

Has a treatment been defined?

In spite of the above, the next volume of ICD-11 in which this disorder is already present does not establish any prevention or treatment guidelines , and therefore does not offer any type of recommendation for relatives, professionals or institutions.

However, WHO stresses that the introduction of this disorder is the first step for organizations and professionals to consider when designating resources and means for the prevention, treatment and rehabilitation of this disorder.

Criticisms of its introduction at ICN-11

As expected, the decision of the WHO has not escaped the criticism of some specialists who consider that the generation of a specific label for this pattern of behaviour is excessive.

Some sectors argue that, although it is a behaviour that has to be taken into account, its introduction in a diagnostic manual can create confusion in professionals and in relatives of people who are only video game enthusiasts.

Another example is that of a study carried out at Oxford University which established that although children spend a lot of time playing video games, in most cases they are able to combine this hobby with the rest of their activities or obligations without any aspect of their lives being affected.