Throughout history, the explanations for the emergence and spread of diseases and ill-health have evolved in response to shifts in social, political, cultural, and economic factors (Naidoo and Wills, 2016). This has led to a broader understanding of ill-health, which encompasses not only the absence of diseases but also considers the influence of social conditions in which people live and develop (Burr, 2015; World Health Organisation [WHO], 2014).
In recent times, a new mental health condition termed ‘Internet gaming disorder’ has been recognized, and it is now included in the Diagnostic Statistical Manual of Mental Disorders [DSM 5] (American Psychiatric Association [APA], 2013). This condition refers to individuals who prioritize gaming over their basic needs, such as sleep, eating, and social interactions, spending hours engrossed in games (Maslow, 2013). This essay aims to explore how gaming has been framed as a contemporary mental health issue and addiction, drawing upon psychological theories and empirical evidence to understand its impact on individuals and society.
Traditionally, mental health conditions, including addiction, were understood through scientific and biomedical models that focused on inherent psychological or physiological vulnerabilities beyond an individual’s control (Griffiths et al., 2016; McCarthy and McDonald, 2009). These models were useful in explaining addictions like alcoholism or drug misuse by examining the biochemical effects of substances on the brain and body, sustaining addictive behaviors (Monti, Rohsenow, and Hutchison, 2000).
The concern over the potential risks of excessive online gaming is not new, as research in the 1990s suggested that people could become addicted to the internet in general, driven by swift access to social media and gaming, leading to gratification in the brain’s reward system, akin to the effects of chemical drugs (Boyd, 2017; Griffiths et al., 2016). This indicates that gaming addiction is not solely a social construct. However, as Burr (2015) argues, the perception of illness and health can be influenced by social norms, policies, and dominant representations in society, suggesting that social factors also play a role in the construction of gaming addiction.
Cultural, technological, and social changes have reshaped the way children engage in play, with indoor and technological play prevailing over outdoor play due to safety concerns (Buckingham and Wilet, 2013). This shift has led to the redefinition and reconstruction of childhood and play, making indoor gaming more socially acceptable and considered a “safer” form of play. However, the same social changes have been used to explain new mental health issues deviating from social norms, such as the association of violent gaming with abnormal behaviors like the Sandyhooks case (Burr, 2015; Pow, 2012). Nevertheless, there is no concrete evidence supporting this claim.
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Labelling gaming as dangerous pathologizes it, assuming that playing games will automatically lead to addiction or imitation of violent behaviors (Skinner, 2011), although evidence to support this remains lacking.
Recently, the DSM and the International Classification for Diseases (ICD) included ‘gaming disorder’ as a diagnosis category, but Ferguson, Coulson, and Barnett (2011) argue that this construction may be influenced by political and economic motives, potentially making treatments financially lucrative for healthcare providers.
There are concerns that the differing criteria between the DSM and ICD could lead to unequal treatments for individuals seeking help for gaming addiction (Griffiths, Kuss, and King, 2012). Moreover, research shows that gaming addiction criteria can be unstable, leading to differing results over time (Griffiths, Kuss, and King, 2012).
While studies do indicate that excessive gaming can have negative consequences on individuals, there are limitations in the methodology used in many research papers, including sampling bias, which may impact the reliability of the findings (Griffiths, Kuss, and King, 2012).
There is also evidence suggesting that gaming addiction may be associated with existing comorbid disorders, raising questions about whether it is a distinct condition or a symptom of other conditions (Griffiths, Kuss, and King, 2012; Yellowlees and Marks, 2007).
In conclusion, gaming addiction is a contemporary socially constructed mental health condition influenced by changing social and technological factors. The DSM and ICD differ in their conceptualization of gaming addiction, with the former emphasizing individual psychological and biochemical factors and the latter focusing on environmental and social impacts. The evidence suggests that gaming addiction may not be a straightforward, distinct condition but rather a complex interplay of various factors, and a health prevention and promotion approach may be more beneficial than a diagnostic and deficit-based approach.