World Health Organization consider classifying 'gaming addiction' as a disease - Dexerto

World Health Organization consider classifying ‘gaming addiction’ as a disease

Published: 19/May/2019 14:52 Updated: 19/May/2019 15:08

by Marcus Banks


The World Health Organization (WHO) will consider making video game addiction into an official disease during an upcoming debate.

In June 2018, WHO officially classified ‘gaming disorder’ as a mental illness, including it in their 11th
‘Classification of Disease listing’ causing outrage in the gaming community.


WHO revealed the three factors that could diagnose someone with a gaming disorder:

  1. Impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context.)
  2. Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities.
  3. Continuation or escalation of gaming despite the occurrence of negative consequences.

WHOWHO classed video game addiction as a mental illness last year.

Now, WHO are set to categorize video game addiction as a legitimate disease, with officials set to vote at the World Health Assembly in Geneva next week.


The decision to include gaming disorder in the International Classification of Diseases was based on “reviews of available evidence and reflects a consensus of experts from different disciplines and geographical regions”.

WHOOfficials will discuss various health topics at the upcoming World Health Assembly.

WHO suggest
that people who suffer from a gaming disorder can suffer from; musculoskeletal problems, sleep deprivation, aggressive behavior and depression.

Back in November 2018, popular Twitch streamer Tyler ‘Ninja’ Blevins revealed he believes parents should take more responsibility to curb addiction after it was revealed that some children had been admitted to rehab due to their obsession with Fortnite Battle Royale.

TWITCH:NINJANinja feels parents must shoulder some of the blame for children becoming addicted to video games.

After causing outrage in the gaming community following their ruling last year, further controversy could be forthcoming if video game addiction does become officially recognized as a disease.

The 72nd World Health Assembly is slated to take place from May 20-28 in Switzerland.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.