Global Video Game Industry Calls Upon World Health Organization to Reverse Video Game Classification

Global Video Game Industry Calls Upon World Health Organization to Reverse Video Game Classification

May 25, 2019 – The global video game industry, including representatives from across Europe, the United States, Canada, Australia, New Zealand, South Korea, South Africa, and Brazil, called on World Health Organization (WHO) Member States to rethink their decision today to include “Gaming Disorder” in the 11th edition of the International Classification of Diseases (ICD-11).

The WHO is an esteemed organization and its guidance needs to be based on regular, inclusive, and transparent reviews backed by independent experts. ‘Gaming disorder’ is not based on sufficiently robust evidence to justify inclusion in one of the WHO’s most important norm-setting tools.

Statement from Global Video Game Industry Associations:

“The global video game industry—including representatives from across Europe, the United States, Canada, Australia, New Zealand, South Korea, South Africa, and Brazil—today called on World Health Organization (WHO) Member States to re-examine at an early date its decision to include “Gaming Disorder” in the 11thedition of the International Classification of Diseases (ICD-11).  

“The WHO is an esteemed organization and its guidance needs to be based on regular, inclusive, and transparent reviews backed by independent experts. ‘Gaming disorder’ is not based on sufficiently robust evidence to justify its inclusion in one of the WHO’s most important norm-setting tools.”

The interactive entertainment industry plays a leading role in the development of emerging technologies, including virtual reality, augmented reality, artificial intelligence and big data analysis. It is significant in advancing in research science across many fields ranging from mental health, dementia, cancer, and pioneer advances in accessibility. At the same time, the industry developed world-class consumer protection tools including parental controls and responsible game-education initiatives to ensure the players are able to engage in the safest environments.

 

For further information, please contact:

Dan Hewitt for the Entertainment Software Association (USA), [email protected]

Corrine Crichlow for the Entertainment Software Association of Canada[email protected]

Raelene Knowles for IGEA (Australia and New Zealand), [email protected]

Heidi Lambert for ISFE (Europe), [email protected]

Estela Jeon for K GAMES (South Korea), [email protected]

Tim Scott for UKIE (United Kingdom), [email protected]