The World Health Organization has recognized gaming addiction as a mental illness. Long-term addiction to games would lead to changes in the brain structure, such as damage to the frontal lobe function, which would reduce control and affect cognitive function. There were three main criteria for determining gaming addiction: one was that the behavior of playing games was out of control, unable to control the start, end, and duration of the game; the second was that playing games would damage studies, interpersonal relationships, family relationships, and health, but could not be stopped; the third was that games became a priority in life, and other hobbies and daily activities had to give way to games. However, the diagnosis of gaming addiction often required the symptoms to last for at least 12 months. If the symptoms were severe, the observation period could be shortened.
Some studies have shown that cell phone addiction may be a mental disorder. For example, after analyzing 41 research projects covering 42,000 teenagers under the age of 25, researchers found that 23% of young people had "smartphone use problems"(PSUs). PSUs were defined as behaviors with addictive characteristics, such as anxiety when they couldn't use their phones, or staring at the phone screen to ignore daily activities, difficulty controlling the length of their phone use, etc. There was a significant link between PSUs and depression, anxiety, stress, poor sleep quality, low education level, and other factors. There was enough evidence to prove that the PSUs were a clinical psychiatric problem. However, some experts also pointed out that although the topic of mobile addiction was hot, the World Health Organization had yet to explore the relationship between the use of the Internet, smart phones, and other electronic devices and health. They could not simply equate mobile addiction with gaming and gambling addiction.
Research has shown that problematic smartphone use is likely to be a mental disorder. For example, through an analysis of 41 research projects covering 42,000 young people under the age of 25, it was found that 23% of young people had "smartphone use problems"(PSUs). PSUs were defined as any behavior with addictive characteristics related to smart phones. For example, if you feel anxious when you can't use your mobile phone, or stare at the mobile phone screen and ignore your daily activities, it is difficult to control the time you spend on your mobile phone. It can be diagnosed as PSUs, and PSUs are associated with depression, anxiety, There was a significant link between stress, poor sleep quality, and low education, and there was enough evidence to prove that PSUs were a clinical psychiatric problem. At the same time, cell phone addiction has been classified as a mental illness, known as "online gaming disorder". It affects a person's body, emotions, and behavior, and can lead to mental health problems such as depression, anxiety, and sleep disturbances. It can also cause career problems such as reduced work efficiency and work interruption.
There were many differences between mental illness and neurosis: 1. ** Disease Category ** - Mental illness was a type of illness that was characteristic of changes in emotions, cognition, and behavior, accompanied by painful experiences and/or functional impairments. Common illnesses included schizophrenia, depression, hysteria, obsessive-compulsive disorder, autism, phobia, and so on. - Nervous system diseases were short for diseases of the nervous system, including central nervous system, peripheral nervous system, and striated muscle diseases. The diseases included vasular diseases, infectious diseases of the central nervous system, tumors, trauma, degeneration diseases, autoimmunity diseases, hereditary diseases, toxic diseases, congenital development abnormalities, nutritional deficiencies, and metabolism disorders, such as cerebral hemorrhage, paraplegic, Alzheimer's disease, poliomyelia, and facial paralysis. 2. ** Cause difference ** - Mental illness was caused by many complex factors such as biology, psychology, and society. It was difficult to find a single cause. - The main causes of mental illness were infection, poisoning, metabolism disorder, and genetics. 3. ** symptoms ** - The clinical manifestations of mental illness were a series of abnormal psychological and emotional behaviors. In serious cases, there would be injuries, self-harm, suicide, etc. There would also be speech disorder, hallucinations, delusions, excitement, damage to people, and strange movements. - Clinically, neurotic patients would have lower limb paralysis, paralysis, numbness of limbs, convulsions, coma, defecation, and other abnormal physical functions. They would also have headaches, dizziness, aphasia, blindness, convulsions, coma, unstable walking or paralysis, muscle weakness or wasting, and so on. 4. ** Patient's Insight ** - Mental patients probably didn't think they were sick. - Psychopaths usually know that they are sick. 5. ** Treatment Method ** - Mental illness usually used a combination of psychotherapy and medication. Some patients could gradually return to normal with the help of themselves, friends, and family. - Psychopaths were treated by medical means (surgery, drugs, etc.), and the patient would not recover on his own. 6. ** Medical Department ** - Mental patients should go to mental hospitals or psychiatric departments for treatment. In general hospitals, they could go to the Department of Mental Psychology. Specialist hospitals could go to the corresponding departments for depression and anxiety according to their symptoms, such as depression and anxiety. Children under the age of 12 could go to the Department of Child Psychology, and those over the age of 60 could go to the Department of Geritism. - Mental patients should go to the neurology department or the neurosurgery department.
For cases of depression, anxiety, and other psychological problems caused by cell phone addiction, drugs such as antidepressors and mood stabilisers could be considered for auxiliary treatment, such as sertraline, carbamazepines, etc. However, drug treatment should be carried out under the guidance of a doctor to avoid abuse and dependence. It should be noted that cell phone addiction was not exactly the same as mental illness in the traditional sense, but a phenomenon of behavior addiction. In addition to medication, it could also be intervened by establishing clear rules, cultivating hobbies, communication, cognitive behavior therapy, and many other methods.
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I don't quite understand what you mean by "mental illness mi". If "mi" is a misrepresentation, mental illness is also called mental disorder. It is a disease that causes problems in the patient's mental state. It is a serious psychological disorder. The symptoms include persistent abnormalities in cognition, emotion, will, and action, such as delusions in cognition (such as delusions of being persecuted, delusions of relationship, etc.), emotional instability, disharmonious emotional response, pessimism, despair, or extreme excitement. There may also be sensory disturbances (such as hallucinations, sensitivity or insensitivity to external stimulation, etc.). The patient's behavior was difficult for ordinary people to understand. Under the influence of morbid psychology, suicide and attacking others might occur. Those with mild illnesses had a certain correct understanding of their illness and could cooperate with treatment. Those with severe illnesses did not have a complete understanding of their illness and could not cooperate with treatment. Some patients were despised by their families and were "imprisoned." Some patients who did not harm others struggled on the edge of society. Modern psychology mainly studied the causes, mechanisms, symptoms, clinical patterns, prevention, diagnosis, treatment, and rehabilitation of mental disorders. It not only involved the diagnosis and treatment of various mental illnesses and neuroses, but also involved the prevention, correction, and treatment of many problems such as adaptation disorder and personality disorder. If you suspect that you have symptoms related to mental illness, it is recommended to go to the hospital's psychiatric or psychological department in time.
In 2018, the World Health Organization defined gaming addiction as a mental illness. It is a continuous or relapsing game behavior (number game or video game, may be online or offline), features include impaired game controls (such as lack of self-control over the frequency, intensity, duration, termination time, situation, etc. of playing), overly high emphasis on the game (taking precedence over other life interests and daily activities), and continuing to play or even increasing the intensity of the game despite the negative effects. This behavior pattern lasted for at least 12 months and was serious enough to cause serious damage to personal, family, social, educational, professional, or other important functional areas. The main symptoms were being completely focused on the game, feeling anxious and irritable when stopping the game, increasing the time spent playing the game, being unable to reduce the time spent playing the game, giving up other activities, focusing on the game despite knowing the impact, hiding the time spent playing the game, relieving negative emotions through the game, losing work or social skills due to the game, and so on.
Gaming addiction can be solved in the following ways: 1. ** Guide your child to understand learning correctly **: As a parent, you must learn to guide your child correctly and convey the correct message to let the child understand that learning is for themselves and not for their parents. However, this is mainly for children who are addicted to games. 2. ** Stimulate learning interest **: For children who are addicted to games, you can reduce their dependence on games by stimulating their interest in learning. 3. ** A way to vent their emotions **: When a child is addicted to games, providing a way for them to vent their emotions will help solve the problem. 4. ** Give care, companionship, and cultivate self-control **: Parents should give their children enough care and companionship. At the same time, they should cultivate their children's self-control and ability to manage their own time from an early age. This is mainly for children who are addicted to games. 5. ** Build a positive attitude towards life **: Through positive psychology education, children can be helped to build a confident, optimistic, and pressure-resistant attitude towards life to solve the problem of children's game addiction. 6. ** Stay away from the gaming environment **: Addicts can download games from their phones and computers, control the time they spend on their phones and computers every day, hand over their phones to others for safekeeping, and restrict themselves from playing games. They can no longer go to the gaming hall. 7. ** Cultivate new interests and hobbies **: For example, reading, writing, listening to music, singing, painting, traveling, etc., so that you can come into contact with new things and shift your attention to other aspects of the game. 8. ** Seeking medical treatment **: If your gaming addiction is severe and you can't control it, you can consider seeking medical treatment to help you get rid of your gaming addiction through psychological or psychotherapy. 9. ** Diversion **: You can find other alternative activities, such as outdoor activities when you really want to play games, watching videos while walking, listening to music, etc., to reduce the stimulation of the game. The first seven days were the critical period in this process, and repetitions were allowed. As long as the game time and frequency gradually decreased, there was no need to blame yourself. 10. ** Reduce game excitement **: You can adopt a gameplay method that limits interaction, such as not checking in, not drawing, not receiving gold coins, not receiving props, etc. You can also set rules for yourself, such as not choosing a character. The first character given by the system will be the default character. During the game, you will follow a path and gradually deceive the brain, thereby reducing the excitement brought by the game. Through rationality, you can overcome the addictive design set by the game manufacturer. 11. ** Reduce curiosity **: For games that clear the game, you can check the scenes after clearing the game online. Just like how you can see spooks to solve your addiction to watching dramas, you can reduce the suspense and burden of the game and movies. 12. ** Enriching Life **: Understand the principle that there is no good in idle life, enrich your life, including reading, exercise, etc., and make some plans to avoid doing nothing all day. 13. ** Cultivate small good habits **: Gradually increase your control over your life by cultivating some small habits, such as doing a few jumping jumps and push-ups every day. Don't be greedy for the number of good habits, just two. Reduce bad habits by cultivating good habits.
The criteria for gaming addiction were as follows: 1. Losing control of the game, such as not being able to control the start, end, and duration of the game; being too focused during the game, playing the game for longer and longer without delay (playing the game takes priority over other things). 2. When the game failed or did not play the game, he was anxious and irritable. He knew the dangers of being addicted to the game but could not control himself. He hid the time he played the game from his family and friends. He released his emotions through the game. 3. Games became a priority in life, and even if games caused negative consequences (such as broken interpersonal relationships, career or academic impact, health damage, etc.), they could not be stopped; they had no other hobbies outside of games; and they lost basic social and work abilities. 4. According to the core characteristics of gaming disorder mentioned in the International classification of diseases, continuous or repeated gaming behavior patterns, which were specifically manifested as uncontrollable gaming behavior, were the main characteristics of gaming disorder.(e.g., unable to control the occurrence, frequency, duration, termination time, etc. of gaming behavior); Gaming behavior patterns can be continuous or paroxysm and last for 12 months, but if the symptoms are severe enough and other key diagnosis points are met, the duration can be shorter than 12 months; Gaming behavior patterns cause obvious personal, family, interpersonal relationships, academic, professional, or other important functional areas.