WHO's gaming disorder decision sparks debate
Member states of the World Health Organization (WHO) have agreed to classify excessive computer gaming as a disorder in its new global medical coding guidelines. The agreement was made during the World Health Assembly in Geneva, Switzerland, Saturday.
The WHO decided to adopt the 11th revision of the International Classification of Diseases (ICD-11) to define problems caused by excessive gaming as a disorder. This revision will take effect Jan. 1, 2022. This means WHO members should lay the medical and legal grounds to enforce the decision.
The government, led by the Ministry of Health and Welfare, plans to set out a process to change the law and regulations to implement the WHO's ICD revision. Its first step is to form a joint public-private consultative body to discuss the matter starting next month. The body will be made up officials of the health and culture ministries, representatives of civic groups, parents, educators, medical professionals and game industry experts.
However, the local game industry immediately expressed its strong opposition to the classification of gaming disorder. On Sunday, a group of 88 game-related organizations issued a statement that they oppose the introduction of the ICD revision.
Making matters worse, the Ministry of Culture, Sports and Tourism, which supervises the game industry, clarified its position against the revision. A ministry director told Yonhap News Agency that his ministry will raise an objection with the WHO next month. He denounced the world body for making the decision without scientific verification about the harmful effects of game addiction.
The difference between the health ministry and the culture ministry over gaming disorder is understandable. The health ministry is required to protect the people, especially young children, from game addiction. On the other hand, the culture ministry is tasked with the promotion of the local game industry.
It seems natural for the two ministries to clash over gaming disorder. But it is counterproductive for them to be sharply divided on the issue. Therefore the two ministries should compromise and reach a consensus so that they can ensure people's health and develop the game industry at the same time.
Policymakers, businesses, scholars and the public need to realize that classifying excessive gaming as a disorder will be an international trend. For this, they should make joint efforts to reach a national consensus on the ICD revision.
The WHO recommendation, if adopted, is expected to bring strict regulations to the game industry and thereby dampen its business prospects. The game industry itself fears the classification might bring about losses of 10 trillion won ($8.94 billion) over three years from 2023.
But the fear is somewhat exaggerated. The country is likely to implement the revision as early as 2026 because it will take a long time to revise related laws and make preparatory works. So there is enough time to reach a consensus and take measures to minimize the effects of the gaming disorder classification on the game industry by making thorough preparations.
Member states of the World Health Organization (WHO) have agreed to classify excessive computer gaming as a disorder in its new global medical coding guidelines. The agreement was made during the World Health Assembly in Geneva, Switzerland, Saturday.
The WHO decided to adopt the 11th revision of the International Classification of Diseases (ICD-11) to define problems caused by excessive gaming as a disorder. This revision will take effect Jan. 1, 2022. This means WHO members should lay the medical and legal grounds to enforce the decision.
The government, led by the Ministry of Health and Welfare, plans to set out a process to change the law and regulations to implement the WHO's ICD revision. Its first step is to form a joint public-private consultative body to discuss the matter starting next month. The body will be made up officials of the health and culture ministries, representatives of civic groups, parents, educators, medical professionals and game industry experts.
However, the local game industry immediately expressed its strong opposition to the classification of gaming disorder. On Sunday, a group of 88 game-related organizations issued a statement that they oppose the introduction of the ICD revision.
Making matters worse, the Ministry of Culture, Sports and Tourism, which supervises the game industry, clarified its position against the revision. A ministry director told Yonhap News Agency that his ministry will raise an objection with the WHO next month. He denounced the world body for making the decision without scientific verification about the harmful effects of game addiction.
The difference between the health ministry and the culture ministry over gaming disorder is understandable. The health ministry is required to protect the people, especially young children, from game addiction. On the other hand, the culture ministry is tasked with the promotion of the local game industry.
It seems natural for the two ministries to clash over gaming disorder. But it is counterproductive for them to be sharply divided on the issue. Therefore the two ministries should compromise and reach a consensus so that they can ensure people's health and develop the game industry at the same time.
Policymakers, businesses, scholars and the public need to realize that classifying excessive gaming as a disorder will be an international trend. For this, they should make joint efforts to reach a national consensus on the ICD revision.
The WHO recommendation, if adopted, is expected to bring strict regulations to the game industry and thereby dampen its business prospects. The game industry itself fears the classification might bring about losses of 10 trillion won ($8.94 billion) over three years from 2023.
But the fear is somewhat exaggerated. The country is likely to implement the revision as early as 2026 because it will take a long time to revise related laws and make preparatory works. So there is enough time to reach a consensus and take measures to minimize the effects of the gaming disorder classification on the game industry by making thorough preparations.