Gaming disorder, predominantly online (Q40829): Difference between revisions

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!markdown_x000D_ Transtorno do jogo eletrônico, predominantemente on-line é ccaracterizado por um padrão de comportamento persistente ou recorrente de jogar jogos eletrônicos ("jogos digitais" ou "videogames"), que é realizado primariamente através da internet, manifestado por:_x000D_ _x000D_ 1. prejuízo do controle sobre o jogar jogos eletrônicos (p. ex., início, frequência, intensidade, duração, término, contexto);_x000D_ 2. prioridade crescente dada para o jogar jogos eletrônicos, a ponto de o jogar jogos eletrônicos passar a ter precedência em relação a outros interesses da vida e atividades cotidianas; e_x000D_ 3. continuação ou intensificação do jogar jogos eletrônicos apesar da ocorrência de consequências negativas. O padrão do comportamento de jogar jogos eletrônicos pode ser contínuo ou episódico e recorrente. O padrão do comportamento de jogar jogos eletrônicos resulta em prejuízo significativo no funcionamento pessoal, familiar, social, educacional, ocupacional ou em outras áreas importantes do funcionamento._x000D_ _x000D_ O comportamento de jogar jogos eletrônicos e outras características são normalmente evidentes ao longo de um período de pelo menos 12 meses, para que o diagnóstico seja atribuído, embora a duração exigida possa ser reduzida, se todos os critérios diagnósticos forem preenchidos e os sintomas forem graves.
description / endescription / en
 
!markdown Gaming disorder, predominantly online is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’) that is primarily conducted over the internet and is manifested by: 1. impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2. increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3. continuation or escalation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behaviour may be continuous or episodic and recurrent. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.
Property / Canonical URI
 
Property / Canonical URI: https://id.who.int/icd/entity/338347362 / rank
 
Normal rank
Property / CURIE
 
CID11:6C51.0
Property / CURIE: CID11:6C51.0 / rank
 
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Property / Canary Token
 
dki-india-6C51.0
Property / Canary Token: dki-india-6C51.0 / rank
 
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Property / Verification Status
 
Concluído
Property / Verification Status: Concluído / rank
 
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Property / Knowledge Architect
 
Property / Knowledge Architect: https://pauloleads.com.br/cases-publicos/ / rank
 
Normal rank
Property / Collection date
 
13 August 2026
Timestamp+2026-08-13T00:00:00Z
Timezone+00:00
CalendarGregorian
Precision1 day
Before0
After0
Property / Collection date: 13 August 2026 / rank
 
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Property / Linked ICD 10
 
Property / Linked ICD 10: F63.8 / rank
 
Normal rank

Latest revision as of 06:49, 13 August 2026

!markdown Gaming disorder, predominantly online is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’) that is primarily conducted over the internet and is manifested by: 1. impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2. increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3. continuation or escalation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behaviour may be continuous or episodic and recurrent. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.
Language Label Description Also known as
default for all languages
6C51.0
    English
    Gaming disorder, predominantly online
    !markdown Gaming disorder, predominantly online is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’) that is primarily conducted over the internet and is manifested by: 1. impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); 2. increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; and 3. continuation or escalation of gaming despite the occurrence of negative consequences. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. The pattern of gaming behaviour may be continuous or episodic and recurrent. The gaming behaviour and other features are normally evident over a period of at least 12 months in order for a diagnosis to be assigned, although the required duration may be shortened if all diagnostic requirements are met and symptoms are severe.

      Statements

      CID11:6C51.0
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      dki-india-6C51.0
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      Concluído
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      13 August 2026
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