[Asia Economy Reporter Buaeri] The World Health Organization (WHO) is currently running the 'Play Apart Together (#PlayApartTogether)' campaign, which promotes practicing 'social distancing' to prevent the spread of COVID-19 through gaming. This marks a complete turnaround from last year when WHO classified gaming disorder as a disease, drawing criticism for the stark change in stance.
As the spread of COVID-19 continues, WHO has partnered with global gaming companies such as Activision Blizzard, Riot Games, Twitch, and Unity to carry out this campaign. They have promoted the 'Play Apart Together' campaign through social networking services (SNS). Riot Games announced the campaign on Facebook, stating, "Games are a unique way to stay connected with friends and family even when physically apart."
Previously, in May last year, WHO passed the 11th revision of the International Classification of Diseases (ICD), which classified gaming disorder as a disease. Gaming disorder, assigned the code '6C51,' is included as a subcategory under mental, behavioral, and neurodevelopmental disorders. Despite opposition from the gaming industry at the time, WHO ignored the backlash, but it has now completely changed its attitude amid the COVID-19 situation.
WHO Director-General Tedros Adhanom Ghebreyesus personally suggested on his Twitter on the 21st of last month, "Let's listen to music and play games at home."
Within the industry, there is discomfort over the inconsistent approach, but it is also seen as an opportunity to foster a positive perception of gaming. A gaming industry official said, "The industry can be shaken by every single decision, so it is not easy for governments or international organizations to change their stance. However, I believe it is a good thing that this opportunity highlights the positive image of gaming."
The Korea Game Society also welcomed the move, stating, "We welcome WHO's belated recognition of the value of games and its active participation in campaigns utilizing games. Through the positive functions of games that enable social interactions such as competition, harmony, communication, and conflict resolution in cyberspace, the problems of 'social distancing' can be addressed."
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