世卫组织将“游戏成瘾”列为精神疾病

世卫组织将“游戏成瘾”列为精神疾病
极难 2275

世界卫生组织(WHO)近日在第十一版《国际疾病分类》的修订草案中将“游戏成瘾”纳入其列。

     

The World Health Organization (WHO) has included “gaming disorder” in a draft of its 11th International Classification of Diseases — describing it as “a pattern of persistent or recurrent gaming behavior” that may include impaired control over gaming activities, and is severe “to the extent that gaming takes precedence over other life interests and daily activities.”
世界卫生组织(WHO)近日在第十一版《国际疾病分类》的修订草案中将“游戏成瘾”纳入其列。根据定义,游戏障碍,也就是我们通常所说的“游戏成瘾”,其症状一般包括对玩游戏失去控制力,日益沉溺于游戏,以至于其它兴趣和日常活动都得“靠边儿站”。

These symptoms normally must appear over a period of 12 months for a diagnosis, though it may be diagnosed in a shorter amount of time depending on the severity. The new classification is not saying that all video game playing is a mental health disorder, but rather that excessive gaming over a period of time can lead to diagnosis and treatment.
这些症状出现的时间达12个月后,“游戏成瘾”的诊断就得到确定,但若十分严重,确诊的时限可因实际情况而减少。新的分类标准并不是指玩电子游戏就是一种精神疾患,而是强调了如果长时间沉迷于游戏之中无法自拔,便可达到诊断和治疗的标准。

Video game play has been a constant debate over the years, with some studies saying it leads to violent behavior in real life — the American Psychological Association said in a 2015 policy statement that there is a demonstrated link between violent video game use and aggressive behavior — while others say video games are beneficial as a stress reliever and cognitive booster for memory. But as with everything, moderation is key.
电子游戏近年来一直都饱受争议,有些研究表明电子游戏会诱导玩家在真实世界中产生暴力倾向,而美国心理学会在2015年的一项声明中指出,暴力类游戏与攻击性行为之间存在正相关联系;与此同时,也有研究认为电子游戏有助于释放压力,促进记忆力增强。但是话说回来,适可而止才是问题的关键。


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According to a recent survey by Chinese Academy of Social Sciences, about 18 percent of Chinese youth play online video games at least four to five hours per day, showing signs of addiction. Though 41.3 percent of Chinese young people understand that it is unhealthy to spend too much time online, they cannot control themselves.
近日中国社科院也发布了一项针对电子游戏的调查报告,报告指出,我国约有18%的青少年每天进行在线游戏长达4至5小时,具有成瘾倾向。尽管41.3%的青少年承认,长时间玩网络游戏对健康有害,但是他们就是无法控制自己。


The percentage of students who play online games at least four days a week grows with age -- 16.9 percent for elementary students, 21.3 percent for junior high school students and 31.8 percent for senior high school students.
此外,针对那些每周至少玩4天游戏的青少年,年纪越长,游戏玩家的人数也越多——小学阶段占比有16.9%,初中生为21.3%,高中生则高达31.8%。


The reason points to the accessibility of digital products and parental supervision that drive to the increase of numbers. Older children need to use the Internet more often than younger children, both for study and daily life, as well as to meet their social needs, and teachers and parents usually loosen their supervision as children grow up.
归结这背后的原因,一是青少年获取电子设备的难度随着年龄增长而不断减少,二是家长的监督也不断放松。随着青少年年龄的上升,他们对网络的需求也越大,既有学习、生活方面的需要,也有社交的需求,而教师和家长也逐渐放松了对青少年的监督。


Though controversial, previous surveys all indicate that gaming addiction is becoming more prevalent among teenagers and children. As WHO is enlisting it as a mental disorder, it’s time for parents, educators and students to put some serious considerations into this issue.
尽管对于电子游戏的讨论一直争议不断,但是大量的调查研究都已表明,游戏上瘾已成为青少年中越来越普遍的一个趋势。在世卫组织将其列入精神疾病之时,家长、教育者和学生们看来是有必要仔细想想这个问题了。



VOCABULARY


recurrent: adj复发的;经常性的

impair: v. 损害;削弱

moderation: n适度;节制



  • 字数:405个
  • 易读度:极难
  • 来源:外教社 2018-07-17