First listed in ICD-11's draft last December, gaming disorder is defined by WHO as "a pattern of persistent or recurrent gaming behavior ('digital gaming' or 'video-gaming'), which may be online (i.e., over the Internet) or offline."
去年12月,世界卫生组织首次将“游戏成瘾”列入第11次修订版《国际疾病分类》的草案中,将其定义为“一种持续或经常重复的游戏行为(数字游戏或电子游戏),其中既包含在线游戏也包含本地游戏。”
The designation by WHO could prompt insurance companies to cover gaming-related mental issues, which may encourage gamers to seek for help from therapists.
世卫组织此举可以促使保险公司覆盖与游戏相关的心理疾病,鼓励游戏玩家寻求治疗师的帮助。
Gaming is very popular in China. More than 583 million Chinese participate in some kind of video gaming, with 57 percent of the market occupied by mobile games.
电子游戏在中国非常火爆,国内电子游戏用户超过5.83亿人,其中手机游戏占据电子游戏市场份额的57%。
"I can finally become a psycho," gamer Skyray joked on China's social media platform Weibo.
游戏玩家Skyray在微博上戏称:“我终于可以变成‘精神病’了。”
"So we are all mental now. We should treat each other good in the psychiatric hospital," another gamer replied.
另一位玩家回复称:“现在我们都是‘疯子’了,我们应该在精神病院好好相处。”
"Can I call in for leave since I'm a mental disordered person?" read a reply under CCTV's report on Weibo.
央视微博下的一条评论写道:“既然我患有精神疾病,那我可以请假吗?”
"Now those esports pros should really feel pressure, because the winners are sportsmen, and losers psychopaths," Weibo user "oran_cc" said.
微博用户oran_cc称:“电竞职业选手压力应该很大,因为赢的人是运动员,而输的人就是精神病患者。”
Gaming activity is not equal to gaming disorder, WHO says on its feature webpage for the disease.
世卫组织在关于该疾病的专题网页上介绍称,玩游戏不等于“游戏成瘾”。
The disorder affects "only a small proportion of people who engage in digital- or video-gaming activities," the feature page says.
“只有少数沉迷数字游戏或电子游戏的人”才患有这种疾病。
WHO says a person has to be showing very specific symptoms for as long as a year to be diagnosed with this disorder.
世卫组织称,患者必须在长达一年时间里表现出非常特殊的症状,才会被诊断为“游戏成瘾”。
The symptoms include uncontrollable gaming activities, putting gaming in front of anything else in life and continuing gaming activities even if there are serious consequences.
这些症状包括忍不住玩电子游戏,将游戏看得比生活中的其他事情都重要,甚至在出现严重后果时还继续玩游戏。