It’s no secret that professionals across the healthcare and technology industries have been scratching their heads about online gaming for years. More and more, professionals – particularly in the healthcare sector – have developed a growing concern about just how impactful online gaming can be – especially for the smartphone generation.
For modern youth who spend an increasing amount of time plugged into laptops and smartphones, professionals worry that the allure of online gaming can result in a downright addiction—an addiction that results in irrational cravings and an uncontrollable need to keep playing.
There’s no doubt that just like with any other addiction, this type of compulsive online game use can have serious detrimental consequences in the real lives of over-users. A strong compulsion for internet games can have negative impacts on youth relationships, schooling, and employment, in addition to their physical and mental health. That’s why, healthcare professionals across the globe are emphasizing the need to recognize over-gaming for what it is – a behavioral addiction.
Recently, the World Health Organization (WHO) announced that ‘gaming disorder’ will be officially recognized under their International Classification of Diseases. This is an incredibly significant move by the WHO and the formal classification will greatly improve awareness and understanding of the disorder. Further, with a formal classification, impacted youth and families will have more options for treatment, help, and funding.
The official WHO classification defines online gaming addiction as such:
“…impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation of escalation of gaming despite the occurrence of negative consequences.”
Thanks to this informed decision by the WHO, families looking for more serious and dynamic treatment options will have global support behind them. This means the opening up of spots for gaming addicts at inpatient clinics and long-term rehabilitation facilities.
Understandably, the WHO announcement has many parents giving a second thought about their own children’s online habits. Young kids play video games – this is not a new phenomenon and games are not inherently dangerous to kids. However, there are key warning signs to be on the lookout for if you’re concerned your child’s gaming borders on over-use or addiction.
Check out these top 4 warning signs to ensure your child’s game use isn’t out of control:
All of this information is understandably worrisome for parents – especially as the younger generations become more and more reliant on technology for occupation and entertainment. That’s why, no matter how frightening gaming addiction seems, there are always concrete strategies for parents and kids to rely on, in hopes of stopping addiction in its tracks.
Check out these strategies for managing gaming addiction:
You don’t have to ban the internet completely, but you shouldn’t ignore the issue either. Consult a local team of tech specialists to help find a happy medium that will keep your kids healthy, safe, and connected.
The three sectors with the biggest spending on cybersecurity are banking, manufacturing, and the central/federal government, accounting for 30% of overall spending (IDC).
It takes an average of 287 days for security teams to identify and contain a data breach, according to the “Cost of a Data Breach 2021” report released by IBM and Ponemon Institute.
The average cost of a data breach in the United States is $8.64 million, which is the highest in the world, while the most expensive sector for data breach costs is the healthcare industry, with an average of $7.13 million (IBM).
More than 33 billion records will be stolen by cybercriminals by 2023, an increase of 175% from 2018.
The cost of cybercrime is predicted to hit $10.5 trillion by 2025, according to the latest version of the Cisco/Cybersecurity Ventures “2022 Cybersecurity Almanac.”.
40% of businesses will incorporate the anywhere operations model to accommodate the physical and digital experiences of both customers and employees (Techvera).
Forty-three percent of attacks are aimed at SMBs, but only 14% are prepared to defend themselves (Accenture).
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