The revision will officially take effect on January 1, 2022.

The World Health Organization has officially recognized Gaming Disorder as a disease as part of the 11th revision of the International Classification of Diseases and Related Health Problems (ICD-11), which will take effect on January 1, 2022.

As reported by VG247, the World Health Organization defines the Gaming Disorder disease as “a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”

For one to be diagnosed with Gaming Disorder, “the behaviour pattern must be of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning and would normally have been evident for at least 12 months.”

The decision was made to include Gaming Disorder in ICD-11 “based on reviews of available evidence and reflects a consensus of experts from different disciplines and geographical regions that were involved in the process of technical consultations undertaken by WHO in the process of ICD-11 development.”

In January of last year, the World Health Organization listed Gaming Disorder alongside a Hazardous Gaming health disorder that were to be added as part of a draft of the first major update to the International Compendium of Diseases since 1992..

Following last year’s announcement, many gaming organizations came together to oppose this new addition, stating that they are “concerned to see ‘Gaming Disorder’ still contained in the latest version of the WHO’s ICD-11 despite significant opposition from the medical and scientific community.”

Prior to this decision, Microsoft also stated that the “gaming industry needs to do more ‘heavy lifting’ when it comes to responsible gaming after recent scrutiny over gaming ‘addiction,’ loot boxes and online safety.”

“There are valid points from multiple sides of this debate, but I do agree with our industry position that clearly more research is needed here,” says Dave McCarthy, head of operations at Xbox. “I think that is painfully evident when you look at the set of research that is actually out there.”

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Adam Bankhurst is a news writer who agrees that more research is needed here. You can follow him on Twitter @AdamBankhurst.

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