Whether the clinical diagnosis of internet addiction can solve the problem of playing game addiction

Source: Internet
Author: User
Keywords Internet addiction World of Warcraft Addiction Warcraft

World of Warcraft (World of Warcraft) is the first online game made by the famous gaming company Blizzard Entertainment (Blizzard Entertainment), which belongs to the massively multiplayer role-playing game (3D massively multiplayer Online role-playing Game). The game is based on the company's instant strategy game "Warcraft" for the historical background, is in addition to Warcraft data and was canceled, "Warcraft: Demon Prince" (Warcraft Adventures:lord of the Clans), the fourth Game of Warcraft series. The player treats himself as a member of the World of Warcraft, exploring, venturing, and accomplishing the task in this vast universe. As a "big multiplayer game", World of Warcraft provides a stage for thousands of players. New Adventures, exploring the Unknown world, conquering monsters, in the process, a dedicated and active team can continue to inject vitality for us. The content of World of Warcraft makes the game free from the tedious practice of the month, and it constantly brings new challenges and adventures. World of Warcraft: The Burning Expedition is the Blizzard's award-winning multiplayer online role-playing game, "World of Warcraft". As a new masterpiece, World of Warcraft: The Burning expedition has expanded the existing game content in a variety of ways, adding new races, territories, battlefields, expertise and goods.

"World of Warcraft" dates back to the 1994 issue of "Warcraft", in 2003 "Warcraft III: The Frozen Throne" after Blizzard officially announced the "World of Warcraft" development plan (had been secretly developed for several years), "World of Warcraft" in 2004, the North American public test, Launched in the United States in November 2004, the first day of distribution has been warmly supported by the vast numbers of players. In the early 2005, the Korean and European servers were successively tested and released, and the response was equally enthusiastic. The mainland has also been officially charged for operation in June 2005. Blizzard announced in January 2007 that World of Warcraft has more than 8 million subscribers worldwide, including 2 million in North America, 1.5 million in Europe and 3.5 million in China. By January 2008, Blizzard announced that global pay-for-registered users had exceeded 10 million.

For the vast majority of Warcraft fans, the game is just a game. However, playing Warcraft game addiction, even to the difficult to distinguish with the real world, is a morbid. Number 8th, China's first "Internet addiction diagnostic standards" through the expert argument, playing game addiction is formally included in the psychiatric diagnosis category.

The above is a sudden speculation of a news, the first name of the standard is "Internet addiction clinical Diagnostic Standards" by the Beijing Military Region General Hospital, and later came to pass, the name seems to have some changes, but look at the following about the definition of internet addiction:

Internet addiction refers to an individual's repeated overuse of the network caused by a mental behavior disorder, manifested in the use of the network to create a strong desire to suddenly stop or reduce the use of irritability, inattention, sleep disorders. According to the diagnostic criteria of internet addiction, internet addiction is divided into 5 categories: Internet game addiction, internet pornography addiction, network relationship addiction, Internet Information addiction and Internet trade addiction. The standard defined the diagnosis and treatment of internet addiction.

It mentions 5 types of internet addiction, including Internet information and online transactions, although the specific standard documents are not found, but it also indicates that another controversy about the internet is about to begin.

The Internet is life.

Network for many people has become a part of life, for some people, no network, life has lost meaning, why so addictive? Because the economy relies on the network, the communication way relies on the network, the sale life necessity needs the network, even orders the meal to buy the ticket to need to rely on the network. Such a morbid lifestyle is not as unacceptable as it might be.

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