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Gatekeeper functions of general practices regarding behavioural addiction

机译:关于行为成瘾的一般实践的网守职能

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摘要

The World Health Organization will classify video game addiction (VGA) as a mental disorder in their 11th revision of ICD, so this new disorder’s significance and the great need for prevention by health care must be pointed out.1 Playing video games can be interpreted as a non-financial version of gambling,2 so the same dimensions should be considered with both. More and more studies emphasise VGA’s spreading tendencies and seriousness in public health. Though only 5–10% of the population reaches the level of diagnosability, this is not a realistic representation of the ones who are at the subclinical level.3 Because of its economic development, Germany is the most threatened country in Central Europe, with fast and expanded internet access and high-tech digital devices in households.4 In the US, 99% of 2–17-year-old boys and 94% of girls regularly play video games, and are at high risk of developing addiction.5 Moreover, the new generation’s Maslow pyramid might have changed, as at the bottom of it biological needs have been replaced by non-stop online presence as the most important basic need. A great plan to increase prevention comes from the US too. The legislation called ‘SMART Act’ (Social Media Addiction Reduction Technology) would force social media companies to take action and try to reduce the risks of internet addiction and psychological exploitation.6
机译:世界卫生组织将在第11次修订中将视频游戏成瘾(VGA)分类为精神障碍,因此这种新的疾病的意义和对医疗保健预防的巨大需求必须指出.1播放视频游戏可以被解释为赌博的非金融版本,两者都应考虑相同的尺寸。越来越多的研究强调VGA的传播趋势和公共卫生的严重性。虽然只有5-10%的人口达到诊断程度,但这不是在课程级别的逼真代表。由于其经济发展,德国是中欧最受威胁的国家,快速在美国的家庭中扩大互联网接入和高科技数字设备,占2-17岁男孩的99%和94%的女孩经常播放视频游戏,并且具有高风险的发展成瘾。此外,新一代的马斯洛金字塔可能发生了变化,因为它在IT生物需求的底部被非停止在线存在取代为最重要的基本需求。增加预防的伟大计划也来自美国。称为“智能行为”(社交媒体成瘾技术)的立法将迫使社交媒体公司采取行动,并试图减少互联网成瘾和心理开发的风险.6

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