Gaming disorder (Q40832): Difference between revisions
From determinar.ia.br - Determine suas informações
Created a new Item |
Changed label, description and/or aliases in pt-br, en |
||
| description / pt-br | description / pt-br | ||
Transtorno do jogo eletrônico é caracterizado por um padrão de comportamento persistente ou recorrente de jogar jogos eletrônicos ("jogos digitais" ou "videogames"), que pode ser on-line (i.e. pela internet) ou off-line, manifestado por:_x000D_ _x000D_ 1. prejuízo do controle sobre o jogar jogos eletrônicos (p. ex., início, frequência, intensidade, duração, término, contexto);_x000D_ _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_ _x000D_ 3. continuação ou intensificação do jogar jogos eletrônicos apesar da ocorrência de consequências negativas. _x000D_ _x000D_ 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 sofrimento significativo ou em prejuízo significativo no funcionamento pessoal, familiar, social, educacional, ocupacional ou em outras áreas importantes do funcionamento. 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 / en | description / en | ||
Gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, 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 pattern of gaming behaviour may be continuous or episodic and recurrent. The pattern of gaming behaviour results in marked distress or significant impairment in personal, family, social, educational, occupational, or other important areas of functioning. 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. | |||
Revision as of 06:49, 13 August 2026
Gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, 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 pattern of gaming behaviour may be continuous or episodic and recurrent. The pattern of gaming behaviour results in marked distress or significant impairment in personal, family, social, educational, occupational, or other important areas of functioning. 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 |
||
| English | Gaming disorder |
Gaming disorder is characterised by a pattern of persistent or recurrent gaming behaviour (‘digital gaming’ or ‘video-gaming’), which may be online (i.e., over the internet) or offline, 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 pattern of gaming behaviour may be continuous or episodic and recurrent. The pattern of gaming behaviour results in marked distress or significant impairment in personal, family, social, educational, occupational, or other important areas of functioning. 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. |
