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.”
世界衛(wèi)生組織(WHO)近日在第十一版《國際疾病分類》的修訂草案中將“游戲成癮”納入其列。根據(jù)定義,游戲障礙,也就是我們通常所說的“游戲成癮”,其癥狀一般包括對玩游戲失去控制力,日益沉溺于游戲,以至于其他興趣和日?;顒佣嫉谩翱窟厓赫尽薄?/span>
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.
這些癥狀出現(xiàn)的時間達(dá)12個月后,“游戲成癮”的診斷就得到確定,但若十分嚴(yán)重,確診的時限可因?qū)嶋H情況而減少。新的分類標(biāo)準(zhǔn)并不是指玩電子游戲就是一種精神疾患,而是強(qiáng)調(diào)了如果長時間沉迷于游戲之中無法自拔,便可達(dá)到診斷和治療的標(biāo)準(zhǔn)。
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.
電子游戲近年來一直都飽受爭議,有些研究表明電子游戲會誘導(dǎo)玩家在真實(shí)世界中產(chǎn)生暴力傾向,而美國心理學(xué)會在2015年的一項(xiàng)聲明中指出,暴力類游戲與攻擊性行為之間存在正相關(guān)聯(lián)系;與此同時,也有研究認(rèn)為電子游戲有助于釋放壓力,促進(jìn)記憶力增強(qiáng)。但是話說回來,適可而止才是問題的關(guān)鍵。
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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.
近日中國社科院也發(fā)布了一項(xiàng)針對電子游戲的調(diào)查報(bào)告,報(bào)告指出,我國約有18%的青少年每天進(jìn)行在線游戲長達(dá)4至5小時,具有成癮傾向。盡管41.3%的青少年承認(rèn),長時間玩網(wǎng)絡(luò)游戲?qū)】涤泻?,但是他們就是無法控制自己。
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,針對那些每周至少玩4天游戲的青少年,年紀(jì)越長,游戲玩家的人數(shù)也越多——小學(xué)階段占比有16.9%,初中生為21.3%,高中生則高達(dá)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.
歸結(jié)這背后的原因,一是青少年獲取電子設(shè)備的難度隨著年齡增長而不斷減少,二是家長的監(jiān)督也不斷放松。隨著青少年年齡的上升,他們對網(wǎng)絡(luò)的需求也越大,既有學(xué)習(xí)、生活方面的需要,也有社交的需求,而教師和家長也逐漸放松了對青少年的監(jiān)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.
盡管對于電子游戲的討論一直爭議不斷,但是大量的調(diào)查研究都已表明,游戲上癮已成為青少年中越來越普遍的一個趨勢。在世衛(wèi)組織將其列入精神疾病之時,家長、教育者和學(xué)生們看來是有必要仔細(xì)想想這個問題了。
VOCABULARY
recurrent: adj. 復(fù)發(fā)的;經(jīng)常性的
impair: v. 損害;削弱
moderation: n. 適度;節(jié)制
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