PreprintReviewVersion 1This version is not peer-reviewed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. Preprints2024, 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
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. Preprints2024, 2024081566. https://doi.org/10.20944/preprints202408.1566.v1
APA Style
Imataka, G., Izumi, S., Miyamoto, Y., & Maehashi, A. (2024). Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. Preprints. https://doi.org/10.20944/preprints202408.1566.v1
Chicago/Turabian Style
Imataka, G., Yuji Miyamoto and Akira Maehashi. 2024 "Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention" Preprints. 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.
Copyright:
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.