We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.
This article explores implications of the central position of the smartphone in an age of constant connectivity. Based on a qualitative study of 50 informants, we ask how users experience and handle temporal ambivalences in everyday smartphone use, drawing on the concepts flow and responsibilization to conceptualize central dimensions of such ambivalences. The notion of conflicting flows illuminates how brief checking cycles expand at the expense of other activities, resulting in a temporal conflict experienced by users. Responsibilization points to how users take individual responsibility for managing such conflicting flows, and to how this practice is difficult and conflict-ridden. We conclude that while individual time management is often framed as the solution to temporal conflicts, such attempts at regulating smartphone use appear inadequate. Our conceptualization of temporal ambivalence offers a more nuanced understanding of why this is the case.
While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a comparative structural analysis of massively multiplayer online games and gambling games. The analysis focuses on some of the psycho-structural elements that contribute to excessive gambling, with a special emphasis on the phenomena known as entrapment and near miss. The analysis is based on interviews with twelve heavy users of World of Warcraft and ethnographical observations from the game. The findings suggest that entrapment and near miss are present in World of Warcraft, but with a comparatively weaker impact, and influenced by other elements more typical of this genre, including social engagement and competition. These elements might overall have a stronger effect on the dedication to play excessively.A highly-debated subject amongst the public during the last few years has been the possibility of becoming addicted to online games. A common response from game researchers is to describe this as unlikely by referring to the complexity of the games in question. Nick Yee, for instance, has stated that:Online games are social worlds with their own geography, culture, dialect, and social rules … They are places where people meet and then get married face-to-face. And to the extent that they are social places, asking whether someone can be addicted to an MMO is like asking whether someone can be addicted to the United States.
Literary reading is under transformation. Digital devices supplement traditional paper books with e-books and audiobooks, and at the same time, ubiquitous digital connection challenges focused reading. Based on a qualitative interview study with adult leisure readers, this article explores how affordances offered by digital technologies influence reading habits. Informants demonstrate how e-books and audiobooks enhance reading experiences, as digital affordances influence the how and the when of literary consumption. Three prominent findings are stated. (1) Readers adapt reading mode to the situation, and experienced readers have developed strategies to maximise the ultimate combination of title, format and reading conditions. (2) Digital reading favours lighter texts. This dimension is more substantial for audiobooks, relating to the wide choice of combining audiobooks with other activities. (3) Being devoted readers motivates people to develop strategies to ensure further reading. These strategies effectively make readers practically and temporally disconnect to immerse in literature.
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