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Chronicles

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Psychiatrists notice an uptick in cases and US in-patient treatment programs for internet addiction, but some key institutions don't recognize it as a disorder

Gabriella Borter / Reuters :

Reuters Gabriella Borter

Context & Ripple Effects

The US is arriving late to a fight other health systems have already had. China classified internet addiction as a mental disorder and public health threat back in 2008 and now runs dedicated facilities such as the Beijing treatment center; the WHO moved next, adding gaming disorder to its International Classification of Diseases in 2018 — a decision some opponents attributed to political pressure, since it covered gaming but not internet or smartphone use broadly.

Against that backdrop, Reuters reports US psychiatrists seeing an uptick in cases and in-patient programs even though key American institutions still do not recognize internet addiction as a disorder. The UK has already acted on the adjacent diagnosis, with the NHS opening its first clinic for gaming addiction in young people aged 13 to 25.

First-order effects

  • US psychiatrists and the in-patient programs they run are treating a growing caseload without an official diagnosis behind them, leaving clinical practice ahead of the classification bodies that would standardize it.
  • Patients and families seeking care must navigate a split system: recognized gaming disorder under the WHO's ICD, but no equivalent standing for broader internet or smartphone addiction.

Second-order effects

  • National health systems are being pushed to pick sides — the NHS built a dedicated clinic for young gamers, while US care grows through private in-patient programs rather than public institutions, a gap between state-funded and market-provided treatment.
  • The narrowness of the WHO's gaming-only definition puts pressure on classification debates to widen: coverage that stops at games leaves smartphone and social media overuse clinically orphaned, which is exactly where US psychiatrists report growth.

Third-order effects

  • If the pattern holds, behavioral screen-use disorders follow the path gaming took from contested concept to coded diagnosis, with accumulating research — including a later study finding US kids who described their social media, phone, or game use as addictive were two to three times as likely to have suicidal thoughts or self-harm by age 14 ([[a:887044]]) — strengthening the case for formal recognition.
  • Divergent national classifications risk fragmenting care standards: treatment capacity concentrates where the label exists (China's centers, the NHS clinic) while unclassified markets rely on private providers, shaping who gets treated and how it is paid for.

The trend: Behavioral addictions tied to screens are migrating from disputed diagnoses into formal medical categories, with each country's health system deciding independently when — and for which behaviors — to grant recognition.