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- ItemSomente MetadadadosPreditores de "Gaming Sisorder" em uma amostra escolar de crianças e adolescentes em São Paulo e Porto Alegre(Universidade Federal de São Paulo (UNIFESP), 2020-06-23) Ferreira, Felipe De Macedo [UNIFESP]; Araripe Neto, Ary Gadelha De Alencar [UNIFESP]; Universidade Federal de São PauloFollowing the appearance of videogames in the seventies, along with the popularization of internet in the early 2000s, the use of electronic games is has become increasingly common, especially amongst children and adolescents. The extensive, and sometimes excessive, use of such technologies, has raised parents and health professional concerns about it’s behavioral, psychological and neurological consequences. The DSM-5 has classified Internet Gaming Disorder, addiction to online gaming, in the “Conditions for Further Study” section. An increasing number of studies associate the excessive use of electronic games to impulse control impairment (similarly to other addictions) and orbitofrontal cortex activation differences in neuroimaging studies. In Brazil, around 66% of the population engage in electronic gaming of some kind - and the majority of gamers have around 25 to 34 years. It is still necessary to understand how the gaming pattern of the younger population is related to the emergence of addictive behaviours. The objective of this study is to investigate psychosocial and behavioral variables associates to Gaming Disorder (GD) in a population o children and adolescents. Socioeconomic (sex, age, social strata), preference for specific gaming genders, mean length of gaming session, proportion of online gaming and the presence of other mental health disorders were addressed. The sample is a subgroup of the Brazilian High-Risk Cohort, a communitary cohort comprised of children and adolescents. A questionnaire was used to investigate electronic gaming pattern. The Gaming Addiction Scale (translated to portuguese) foi used to diagnose Gaming Addiction. For 9 the other psychiatric diagnoses, we used the Development and Well-Being Behaviour Assessment (DAWBA). Out of 407 participants, 20.4% were diagnosed with GD. Male participants scored a higher GAS, and presented higher GD prevalence when compared to females. Furthermore, the prevalence of GD increased with the number of genres played by the participants. Higher proportion of online playing, longer gaming sessions, and presence of other mental disorders were deemed the best predictors of GD in our logistic regression model. Considering all the included variables in our study, high online gaming proportion, longer gaming sessions and the presence of other mental health disorders were the most relevant in diagnosing GD. Additionally, male participants had higher prevalence of GD and played more. Our data might aid mental health professionals, parents and politicians in creating strategies of health promotion and treatment of this novel disorder. This kind of study is still rare in brazilian sample s, and further understanding of children and adolescents pattern of electronic gaming and its relationship with GD is still necessary.