Abstract:
Gaming Disorder has been added to the International Classification of Diseases,which emphasizes the risks of digital gaming addiction and recognizes it as a certain field to be studied in the medicalization of social issues. In fact,"gaming disorder" has constituted the cognition of a "disease" in the modern sense. It forms a unique research paradigm and faces its own dilemma at the same time in the entanglement with health communication. Based on this situation,relevant responses to health should be made in terms of game magnitude,game content,game context and game correlation,and should be regulated and improved in communication variables such as health expenditure,text,experience and emotion. Moreover,taking the game "Emotion Filling Station" as an example,the serious shift and feasibility of health communication in game adaptation is explored and discussed as a research perspective.