Sunday, 14 January 2018

The World Health Organisation Identifies Gaming Disorder as a Mental Health Condition

Gaming Disorder

In 2018, the World Health Organisation plans to add “gaming disorder” – characterised by a pattern of persistent or recurrent gaming behaviour – to its list of mental health conditions.
According to the beta draft site, the WHO’s 11th International Classification of Diseases (ICD) defines a number of diseases, disorders, injuries and other related health conditions, which are listed in a comprehensive, hierarchical fashion. It enables the sharing of health information between countries and facilitates the analysis of “health information for evidence-based decision-making.” The previous version of the ICD was approved in 1990 by the 43rd World Health Assembly. The current draft that lists “gaming disorder,” is not final, nor does it list prevention or treatment options. The beta draft site, updated daily, is also not approved by the WHO.
The WHO’s impending beta draft for the next ICD classifies gaming disorder as a pattern of behaviour with “impaired control over gaming,” in terms of its frequency, intensity, duration, and the capacity to quit. The disorder falls under the parent category of “Disorders due to addictive behaviours,” and is characterised by giving increased priority to gaming over other daily activities.
Applying to both online and offline video gaming, the condition is also defined by the “continuation or escalation of gaming despite the occurrence of negative consequences.” In order to be diagnosed, these behaviours must be evident over a period of at least 12 months, according to the draft.

A Matter of Contention

“The WHO designation is now generally in line with the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorder, Fifth Edition (DSM-5)’s description of internet gaming disorder (IGD),” Nancy Petry, a professor of medicine at the University of Connecticut Health Center, told Futurism. The main difference though, Petry said, is that the DSM-5 didn’t consider the data sufficient to classify IGD as a unique mental health condition. Rather, it’s categorised under “conditions for further study.”
The WHO’s decision highlights a schism among psychologists: some think the new designation is a welcome one, but others don’t see enough evidence to justify it.
Alexander Blaszczynski, a professor of clinical psychology at the University of Sydney, Australia told Futurism he is concerned about “the absence of clear diagnostic criteria determining what constitutes a gaming disorder, and the validity of applying existing addiction criteria to a behaviour.” He noted that there is a range of behaviours now being identified as addictions — everything from salsa dancing, to smartphones, to in vitro fertilisation. “At what point does an activity transform from an entertainment to a disorder?” he said.
The controversy ultimately reflects some deeper philosophical debates that have dogged most areas of medicine for many years, Ronald Pies, a clinical professor of psychiatry at Tufts University School of Medicine, told Futurism. “What should or should not count as “disease” or “disorder”? Do we require physiological, biochemical, or neurological “markers” of a putative disease entity in order to validate it, or is it sufficient to document substantial impairment and dysfunction in activities of daily living, responsibilities, etc., as the WHO criteria emphasise?”
Chris Ferguson, a professor of psychology at Stetson University in Florida told Futurism that he does not support the WHO’s designation. “Basically I don’t think the research is there yet to support this as a diagnosis and there is considerable risk of harm due to a “junk diagnosis.”
He said research suggests what we’re calling “gaming disorder” isn’t really a solitary diagnosis. Ferguson said some people certainly overdo gaming, as others may “overdo” or develop addictions to myriad other activities like shopping, exercise, and sex. “But the data we have suggests that usually individuals have a preexisting mental health condition like depression or anxiety first, then use these activities as coping mechanisms.”
Pies said he shared many of Ferguson’s concerns, saying he was “more skeptical than not” of the designation. “While some recent neurophysiological studies suggest that IGD may be a discrete disorder, there is still no scientific consensus on this point. It is unclear whether IGD is truly a “stand alone” condition; whether it is mostly explained by other underlying conditions, such as anxious or depressive disorders; or whether it is merely a subtype of so-called “behavioural addictions”, which are themselves sources of scientific controversy,” Pies said.
Others, like Douglas Gentile, a psychology professor at Iowa State University, see this as a big step in the right direction. Gentile compared where we are with gaming “addiction” as “similar to where we were with alcoholism in the 1960s.” At that time, alcoholism was considered a moral failing — people thought ‘it’s your own damn fault,’” he told Futurism. “It took another 30 years for people to agree that a medical model for alcoholism makes sense and now people can get the help they need.”
Gentile doesn’t think our culture is ready to accept the medical model of video gaming, and still sees it as a moral failing — mostly by the children’s parents. “We have lots of people who could be helped, but aren’t being helped. If you walk into a doctor or psychiatrist’s office, they either won’t treat it or you have to pay out of pocket.”
Ferguson isn’t sure “why the WHO is so obsessed with gaming when a wide range of behaviours can be overdone.” Given that other potential addictions, like food or sex, have as much research as gaming, it seems likely that the WHO’s kneejerk reaction comes from a broader moral panic over video games and technology, he said.
But Gentile counters that the WHO’s acknowledgement that video gaming could be a problem “puts truth back on the table,” Gentile said. “We need to treat games with more respect. We play them because we want to be affected, but then say they have no effects.”

Access Is a Predictor Of Addiction

As our video game experience expands with virtual reality (VR) and augmented reality (AR), the argument gets even murkier. “One thing that we do know about addictions, generally, is that the number one predictor [for] if you’re going to become an addict is access,” said Gentile. “If you can’t get drugs, you can’t become addicted to them. Now that we’ve made gaming this ubiquitous — on phones, with gaming tech and VR tech in-house — we’ve made access open to everyone.”
Gentile isn’t certain that VR games are more addicting than their traditional counterparts. “We don’t know if greater immersion makes the games more addictive. To say that VR will be more addictive is making the argument that seeing things in three dimensions is more addictive than seeing them in two.” But he added that we we don’t have the scientific evidence to support that.
Scientists do tend to agree on one thing: that the designation will ensure researchers pay more attention to the problems that can arise from excessive gaming. “It is important that people with this condition receive help, and that research progresses in a manner consistent with state of the art science applied toward other mental health conditions,” said UCONN’s Nancy Petry.
Moreover, the WHO designation could help those diagnosed with video gaming disorder in another way: if they’re able to access treatment, it could be covered by insurance. However, Ronald Pies warned that “social goods” of this sort do not amount to a scientific justification for a disease category, and even among supporters of the diagnosis, there is no consensus regarding what the effective “treatment” would be.

Thursday, 11 January 2018

Does the Google keep your life private?

Did you know that when you search on Google, they keep your search history forever? That means they know every search you’ve ever done on Google. That alone is pretty scary, but it’s just the shallow end of the very deep pool of data that they try to collect on people.
What most people don’t realize is that even if you don’t use any Google products directly, they’re still trying to track as much as they can about you. Google trackers have been found on 75% of the top million websites. This means they're also trying to track most everywhere you go on the internet, trying to slurp up your browsing history!
Most people also don’t know that Google runs most of the ads you see across the internet and in apps – you know those ones that follow you around everywhere? Yup, that’s Google, too. They aren’t really a search company anymore – they’re a tracking company. They are tracking as much as they can for these annoying and intrusive ads, including recording every time you see them, where you saw them, if you clicked on them, etc.
But even that’s not all…
If You Use Google Products
If you do use Google products, they try to track even more. In addition to tracking everything you’ve ever searched for on Google (e.g. “weird rash”), Google also tracks every video you’ve ever watched on YouTube. Many people actually don’t know that Google owns YouTube; now you know.
And if you use Android (yeah, Google owns that too), then Google is also usually tracking:
If you use Gmail, they of course also have all your e-mail messages. If you use Google Calendar, they know all your schedule. There’s a pattern here: For all Google products (Hangouts, Music, Drive, etc.), you can expect the same level of tracking: that is, pretty much anything they can track, they will.
Oh, and if you use Google Home, they also store a live recording of every command you’ve (or anyone else) has ever said to your device! Yes, you heard that right (err… they heard it) – you can check out all the recordings on your Google activity page.
Essentially, if you allow them to, they’ll track pretty close to, well, everything you do on the Internet. In fact, even if you tell them to stop tracking you, Google has been known to not really listen, for example with location history.
You Become the Product
Why does Google want all of your information anyway? Simple: as stated, Google isn’t a search company anymore, they’re a tracking company. All of these data points allow Google to build a pretty robust profile about you. In some ways, by keeping such close tabs on everything you do, they, at least in some ways, may know you better than you know yourself.
And Google uses your personal profile to sell ads, not only on their search engine, but also on over three million other websites and apps. Every time you visit one of these sites or apps, Google is following you around with hyper-targeted ads.
It’s exploitative. By allowing Google to collect all this info, you are allowing hundreds of thousands of advertisers to bid on serving you ads based on your sensitive personal data. Everyone involved is profiting from your information, except you. You are the product.
The Myth of “Nothing to Hide”
Some may argue that they have “nothing to hide,” so they are not concerned with the amount of information Google has collected and stored on them, but that argument is fundamentally flawed for many reasons.
Everyone has information they want to keep private: Do you close the door when you go to the bathroom? Privacy is about control over your personal information. You don’t want it in the hands of everyone, and certainly don’t want people profiting on it without your consent or participation.
In addition, privacy is essential to democratic institutions like voting and everyday situations such as getting medical care and performing financial transactions. Without it, there can be significant harms.
On an individual level, lack of privacy leads to putting you into a filter bubble, getting manipulated by ads, discrimination, fraud, and identity theft. On a societal level, it can lead to deepened polarisation and societal manipulation like we’ve unfortunately been seeing multiply in recent years.