The American Psychiatric Association recently called for study into a condition they call ‘Internet Gaming Disorder’. My gripe? However much it’s been intellectualised, ‘psychiatry’ is not a science because its diagnoses depend on personal opinion, not on testable (technically, ‘falsifiable’) empirical criteria. Where somebody is obviously in trouble, that’s not a problem. But for normal people who end up labelled ‘faulty’ because their behaviour appears to match whatever society’s latest transient panic happens to be, it is.
That’s the issue. There are often genuine reasons to be concerned. But social panics are also triggered by nothing more than reaction to change. And all I can see is that the ‘Internet Gaming Disorder’ scale will be turned into yet another intellectualised device for social control by which ‘psychiatrists’ validate their own sense of self-worth at the expense of normal people, this time targeting the behaviour of a generation who spend their time interacting with each other on screen instead of face to face.
Don’t forget, it’s only forty years since the APA tried to classify ‘introversion’ as a disorder.
You can imagine what would have happened if they’d succeeded. Suddenly, introverts – who we know today are a normal part of the human spectrum – would have been told their basic nature was a clinical abnormality. Then they’d be ‘cured’ by relentless assaults on their self-worth and by being forced to spend as much time as possible trying to engage with large groups of people and then told how faulty they were for not coping. After all, it’s ‘normal’ to get energy from socialising in large groups, so just go out and do it, and learn how to make yourself a ‘normal’ person, and it’s your fault if you fail, because it proves you didn’t try hard enough and are personally worthless.
Obviously there are genuine psychiatric illnesses – which are diagnosable and treatable – but I can’t help thinking that others are defined by pop-social criteria, given gloss by the unerring ability humanity has to intellectualise itself into fantasy. This was certainly true in the early-mid twentieth century, when ‘psychology’ emerged from a specific German intellectual sub-culture, as a reaction to the pop-social sexual mores of the day. This emerging pseudo-science, styling itself a true science (but not, because of the failure to meet falsifiability criteria), keyed into a period mind-set that sought to reduce a multi-shaded universe – including the human condition – to arbitrary and polarised categories.
The key false-premise that gave ‘psychology’ its power was the supposition that everybody – with the exception of the ‘psychologist’ – was ‘psychologically defective’. Neurotic. This was never questioned. When fed into period conformity to social imperatives, it meant that ‘psychology’ was less a tool for discoveries about the human condition as a means for bullying normal people who didn’t exactly meet narrow and often artificially (socially transiently) defined behaviours. That spoke more about the nature of period society and the personal insecurities of the ‘psychologists’ than about human reality.
The concept of ‘psychiatry’ emerged, in part, from the union of this pseudo-scientific illusion with medicine; and I am not sure things have changed today – for instance, one available diagnosis today is “ODD” (Oppositional Defiance Disorder), which is an obvious label with which a ‘psychologist’ can invalidate the last-ditch defence of someone who’s come to them for help and doesn’t submit to their ego and power.
What of the idea that ‘Internet Gaming Disorder’ is worth investigating? In a social sense internet gaming is a specialised framework for interaction – a way in which people, often on different sides of the world, associate with each other. The framework is very specific, and mediated by computer.
To me this is a key issue, because I suspect a lot of gamers are also introverts; and the computer enables them to interact with others without losing energy. Gaming also frames a specific sub-culture. Those in it respect the status of achievement within those terms. The computer enables them to interact, and to validate that particular interaction with people they respect. Of course this doesn’t describe the whole life, personalities or social interactions of people who happen to spend time gaming; but validation in various ways is one of the drivers of the human condition; and another is the desire of strangers to validate themselves by taking that away – bullying, which (alas) I think is probably also innate.
That’s why I have alarm bells going when I find the APA trying to call computer gaming a disorder.
Obviously gamers cover a wide spectrum, and no doubt a proportion who focus on it will do it excessively, for various reasons – perhaps including trying to get away from being bullied. But in the main, I suspect life is well in hand and gaming is simply a way of socialising via an abstract medium. The problem I have is that the APA’s question risks all gamers being swept up in a catch-all label of ‘disorder’, just like ‘introverts’ nearly were forty years ago, along with left-handers and anybody else who didn’t conform to ‘psychologically’ normal.
I should add – I don’t game. I would, if I had the time, the co-ordination skills – and an internet service that had a competitive ping-time. I don’t. But in any event, that’s not the issue I’m concerned with today.
Copyright © Matthew Wright 2015