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【News Buddy】打機「失調」首納精神病 惟須持續觀察一年確診

2018-01-08
■世衛將「電玩失調」納入危害精神健康的疾病之一。圖為美國大型電玩展E3 Electronic Entertainment Expo現場。 資料圖片■世衛將「電玩失調」納入危害精神健康的疾病之一。圖為美國大型電玩展E3 Electronic Entertainment Expo現場。 資料圖片

【原文】下文摘錄自香港《文匯報》2017年12月27日報道:

許多人手機不離手,尤其喜歡玩網上電子遊戲,有不少人因此不能自拔(lose self-control)導致沉迷。世界衛生組織(WHO,World Health Organisation)將於2018年中發表的最新第11版國際疾病分類編碼(ICD,International Classification of Diseases)中,將「電玩失調」(gaming disorder)納入危害精神健康的疾病之一,是首次將電玩成癮行為正式列為精神疾病(mental health disorder)。若玩家連續打機12小時,便可能患上電玩失調,但需持續觀察逾一年以上才能確診(diagnosis )。

具三症狀 四道問題測失調

根據新版分類編碼草案的描述,電玩失調是指持續(persistent)或反覆(recurrent)的電玩行為模式。它的三大主要症狀(symptom)是:控制電玩行為的能力受損(impaired),患者愈來愈不能控制玩遊戲的次數、頻率(frequency)、強度(intensity)、持續時間(duration)或結束時間;電玩的優先程度(priority)日漸增加,甚至取代其他日常生活的事情;以及即使在負面後果發生時,患者仍會持續玩遊戲。

草案指出,這類行為模式的嚴重程度,足以構成對個人、家庭、社會、教育和職業(occupation)等各方面重大損害。WHO認為,這類行為須持續至少一年,才能被界定為精神疾病,但若病徵非常嚴重或已出現所有症狀,確診所需的持續時間將可縮短。偶爾的(occasionally)長時間打機不足以構成精神疾病,許多人均會在假期或空閒時放縱一下,但若行為持續太久,則明顯是不受控的行為。

專家表示,一般人可以通過4條問題,知道自己是否受電玩失調影響:「你曾否覺得應減少玩電子遊戲」、「曾否因被人批評(criticize)打機而感到煩躁不安」、「曾否對打機感到罪惡感(guilty)和心情變差(frustrated)」,以及「電玩是否你起床後第一件想起的事」。

若自認為無不良電玩行為,可嘗試減少打機,以測試電玩對其生活的控制程度。

美精神醫學會鼓勵續研究

ICD是一項國際定義健康問題和疾病的標準,全球健康專家均會參考標準。美國精神醫學學會(APA,American Psychiatric Association)發表的《精神疾病診斷與統計手冊》(DSM-5,Diagnostic and Statistical Manual of Mental Disorders)指出,目前仍未確認電玩上癮是精神健康問題,不過在手冊的附錄部分提過電玩失調。

APA曾表示希望以此鼓勵相關研究,以確認有關問題應否被正式列為疾病。

根據2009年在《心理科學》(Psychological Science)期刊公佈的調查報告顯示,約8.5%的8歲至18歲美國青少年存在病態電玩行為。

瑞士日內瓦大學(University of Geneva)教授巴韋利埃則認為打機也有好處,指出適度電玩遊戲是安全的減壓方式,並能加強手眼協調(hand-eye coordination)、培養解決問題的能力(problem-solving skills)和建立友誼等,關鍵在於時間長短。

Gaming disorder makes way into ICD list as a disease

【譯文】People are spending too much time on their mobile phones and online video games, and many are losing control and getting hooked.

The World Health Organisation (WHO) says it is considering listing "gaming disorder" in its 11th edition of International Classification of Diseases (ICD), which is to be published in mid-2018. This is the first time video game addiction has been officially recognized as a mental health disorder. If a person plays continuously for over 12 hours, he or she might be diagnosed this disorder, though the person should have been observed for at least one year.

Three symptoms, four questions

The latest draft of the ICD refers gaming disorder to a pattern of persistent or recurrent gaming behaviors. The three main symptoms of the illness are impaired control over gaming, increasing priority to gaming such that it dominates daily activities, and continuation of the pattern even if bad consequences occur.

The draft states that such pattern of behaviors could cause significant harm to individuals, families, society, academic progression and occupation. The WHO considers one year of consistent pattern necessary for the diagnosis to be made, but if severe symptoms are shown the time can be shortened. While it is believed that occasional over-long game playing would not result in this disorder- because many people do so to relax during holidays or at leisure time-it is deemed beyond control if continuing too long.

Professionals say ordinary people can judge whether they suffer from gaming disorder by asking themselves four questions: "Have you ever felt you should cut down on gaming", "have people annoyed you by criticizing you on that", "have you ever felt guilty or frustrated about gaming", and "are video games the first thing you think about when you wake up in the morning".

You may also try to limit gaming activities to test their extent of control over daily life.

APA encourages further research

The ICD is well recognized by health professionals worldwide as an international standard to define health problems and diseases. So far, the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) published by the American Psychiatric Association (APA) has yet to define gaming addiction as a disorder, but the term was once mentioned in its appendix.

The association says it hopes to encourage research on the subject to figure out whether classifying it a mental disorder is appropriate.

A study conducted in 2009 by the journal Psychological Science estimated that around 8.5 percent of the US youth of ages between 8 to18 had shown signs of behavioral addiction to video games.

But according to Daphne Bavelier, a professor at the University of Geneva, playing video games can be a safe way to reduce stress, improve hand-eye coordination and problem-solving skills, and establish friendships; it all depends on the amount of time spent on the process.■龐嘉儀

Q&A

1. 首個被醫學界納入為行為失調的成癮疾病是什麼?

2. 根據2017年一項大型調查顯示,本港有多少學童患上電玩成癮?

3. 電玩成癮可間接導致哪些精神問題?

4. 打機也可變成職業,從事這項職業的人員稱為?

5. 除了電玩,青少年「沉迷上網」亦頗受關注,它的英文是?

1. 賭博失調(gambling disorder)

2. 近一成學童

3. 躁狂症(mania)、抑鬱症(depression)等

4. 電子競技選手(e-sports player)

5. Internet addiction(上網成癮)

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