The World Health Organisation (WHO) has recommended “active video games” as part of its official guidelines for stay-at-home activities during the COVID-19 pandemic.

With many countries now instructing the public to remain indoors, WHO has recommended that all healthy adults reserve at least 30 minutes each day for physical activity, and one hour a day for children.

World Health Organisation recommends ‘active’ games for COVID-19 isolation

According to WHO, physical activity could include dancing, jump rope, balance training, online exercises classes and playing “active video games”.

“Being active every day is good for your body, mind and spirit especially during COVID-19 outbreak,” WHO said. “And more activities you do can improve your sleep which is also important for good health.”

World Health Organisation recommends ‘active’ games for COVID-19 isolation

Video games have also beenpromoted as a means to stay connected with friends and familyby a UK trade body.

MeanwhileMicrosoft released free educational content for Minecraftthis week, to help parents facing the prospect of home schooling their children.

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One active video game,Nintendo’sRing Fit Adventure, has proved particularly popular among those in isolation. The exercise game is reportedly suffering scarce availability in many regions, and resellers onAmazonare attempting to take advantage with asking prices of upto $300.

Hello@WHOthank you for recognising that active video games can help all ages during these difficult days - aiding physical health. Can also aid mental health via social interaction. Play with care and moderation, of course 💪https://t.co/SkEG4OjipP

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The WHO’s endorsement of video games as a healthy stay-at-home activity follows its controversial decision toofficially recognise ‘gaming disorder’ as an international disease in 2019.

WHO defines gaming disorder as a pattern of gaming behaviour characterised by “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 or escalation of gaming despite the occurrence of negative consequences”.

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The decision to classify gaming disorder as a mental health condition washeavily criticised by leading video game firms, who argued the move was not based on sufficiently robust evidence and created a risk of misdiagnosis for patients.

Neuroscientist Nastasia Griffioenwarned of the dangers of stigmatising people as being addicted to video games. “If we do stigmatise people basically as being addicted to video games, we might take away those video games when they might be a coping mechanism for a deeper, underlying problem like depression or anxiety”, she said.

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The UK’s National Health Service launchedthe first specialist clinic for game addiction in Englandin early October.

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