Preprint Review Version 1 This version is not peer-reviewed

Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention

Version 1 : Received: 20 August 2024 / Approved: 21 August 2024 / Online: 21 August 2024 (16:55:48 CEST)

How to cite: Imataka, G.; Izumi, S.; Miyamoto, Y.; Maehashi, A. Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. Preprints 2024, 2024081566. https://doi.org/10.20944/preprints202408.1566.v1 Imataka, G.; Izumi, S.; Miyamoto, Y.; Maehashi, A. Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. Preprints 2024, 2024081566. https://doi.org/10.20944/preprints202408.1566.v1

Abstract

The number of persons immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognizes gaming disorder as a disorder that results in significant problems in daily life as a result of excessive gaming. Both organizations emphasize the similarities to behavioral addictions such as gambling. We examined the appropriate usage of video games from the perspectives of health and management in this study. For the general population, video games provide positive impacts such as stress alleviation and memory improvement. Excessive gaming, on the other hand, might lead to addiction. Gaming addiction is often accompanied by psychological disorders and other addictions, necessitating long-term medical treatment such as cognitive behavioral therapy. Therefore, prevention of gaming disorder is essential. From a societal standpoint, action is required at three levels: the government, game developers, and within the household as a whole. Simultaneously, the public needs to be made understand the positive potential of gaming, such as e-sports.

Keywords

behavioral addictions; gaming; gaming disorder; internet; gambling

Subject

Public Health and Healthcare, Primary Health Care

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