Electronic Gaming Disorder

[6C51](/pt/code/6C51) - Gaming Disorder: Complete ICD-11 Coding Guide 1. Introduction Gaming Disorder represents one of the most contemporary additions to the arsenal

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6C51 - Gaming Disorder: Complete ICD-11 Coding Guide

1. Introduction

Gaming Disorder represents one of the most contemporary additions to the psychiatric diagnostic arsenal, reflecting significant changes in the behavioral patterns of modern society. This condition is characterized by a persistent and problematic pattern of involvement with digital games, whether on online or offline platforms, which results in significant functional impairments in the individual's life.

The formal inclusion of this disorder in ICD-11 marks an important recognition by the international medical community that excessive and uncontrolled use of electronic games can constitute a true clinical condition, requiring appropriate professional intervention. Although recreational gaming is a common and generally harmless activity, a portion of individuals develops a pathological pattern that substantially interferes with multiple areas of life.

The prevalence of this disorder has been the subject of growing attention in mental health services around the world. Epidemiological studies suggest that the condition primarily affects adolescents and young adults, although it can occur at any age. The impact on public health is considerable, including consequences for academic performance, interpersonal relationships, physical health, and psychological well-being.

Correct coding is fundamental to ensure adequate treatment, allow for precise epidemiological studies, facilitate reimbursement of health services, and establish evidence-based therapeutic protocols. Mental health professionals should be familiar with the specific diagnostic criteria and the nuances that differentiate problematic use of electronic games from other related conditions.

2. Correct ICD-11 Code

Code: 6C51
Description: Gaming disorder
Parent category: Disorders due to addictive behaviors

Complete official definition:

Gaming disorder is characterized by a persistent or recurrent pattern of behavior of playing electronic games ("digital games" or "video games"), which may be online (via the internet) or offline, manifested by three essential criteria:

First criterion: Impaired control over gaming, including difficulties in controlling the initiation, frequency, intensity, duration, termination, and context in which games are used.

Second criterion: Increasing priority given to gaming, to the point where this activity begins to take precedence over other interests in life and daily activities, including personal, family, social, educational, and occupational responsibilities.

Third criterion: Continuation or intensification of gaming despite the occurrence of evident negative consequences, demonstrating a compulsive pattern of behavior.

The behavioral pattern may be continuous or episodic and recurrent, resulting in significant distress or substantial impairment in functioning in important areas of life. Typically, the characteristics should be evident for at least 12 months for diagnosis, although this period may be reduced if all criteria are present and symptoms are particularly severe.

3. When to Use This Code

Code 6C51 should be applied in specific clinical scenarios where the electronic gaming pattern meets the established diagnostic criteria:

Scenario 1: Student with progressive academic decline
A 19-year-old young adult who previously demonstrated good academic performance begins to regularly miss classes, fails to submit assignments, and has declining grades. Investigation reveals he spends between 12 and 16 hours daily playing online, sleeping during the day and gaming at night. Multiple attempts to reduce gaming time have failed, and he expresses distress about the situation but feels unable to control the behavior. Family relationships have deteriorated significantly.

Scenario 2: Professional with occupational impairment
A 27-year-old loses employment after repeated warnings for poor performance and absences. Clinical evaluation identifies that he dedicates practically all free time to electronic gaming, frequently playing until late hours of the night, resulting in chronic fatigue and inability to fulfill professional responsibilities. Despite evident negative consequences, including financial difficulties, he continues to prioritize gaming.

Scenario 3: Adolescent with severe social isolation
A 15-year-old adolescent presents with complete social withdrawal, refusing to participate in family activities, abandoning previous hobbies, and losing contact with friends. Spends all available time gaming, neglects basic personal hygiene, and displays extreme irritability when prevented from gaming. The pattern has persisted for 18 months with progressive worsening.

Scenario 4: Adult with self-care neglect
A 32-year-old individual presents with deterioration of physical health, including significant weight loss from regularly skipping meals, postural problems, and sleep disturbances. Consistently prioritizes electronic gaming over basic self-care needs, health, and relationships. Recognizes the problems but reports feeling compelled to continue gaming.

Scenario 5: Patient with recurrent episodic pattern
A 24-year-old presents with recurrent episodes of excessive gaming, each lasting several months, interspersed with periods of controlled use. During episodes, there is marked impairment in social and occupational functioning, with partial recovery during intervals. The pattern has been present for more than two years.

Scenario 6: Case with severe symptoms of recent onset
Although the typical observation period is 12 months, a 20-year-old presents with extremely severe symptoms in 6 months: complete abandonment of university, rupture of significant relationships, severe depressive symptoms, and suicidal ideation related to conflict about gaming behavior. The severity justifies the diagnosis even with reduced duration.

4. When NOT to Use This Code

It is fundamental to differentiate Electronic Gaming Disorder from other clinical conditions and situations:

Harmful participation in electronic games (appropriate code: QE22):
When there is excessive use of games that causes problems, but does not meet all complete diagnostic criteria for the disorder. For example, a student who plays frequently and experienced temporary decline in performance, but maintains control over the behavior, does not neglect other important areas of life, and responds promptly to simple interventions. This category represents a problematic pattern, but not a complete mental disorder.

Episodes of temporary intense gaming:
Brief periods of intense gaming related to the release of new popular games, which do not persist over time and do not cause lasting functional impairment. Many players experience periods of intense involvement that normalize spontaneously.

Excessive gaming secondary to other mental disorders:
When gaming behavior is better explained by another primary psychiatric disorder. In manic episodes of Bipolar Disorder Type I, the individual may present excessive involvement in pleasurable activities, including gaming, but this is part of the manic syndrome, not an independent disorder. Similarly, in Bipolar Disorder Type II, hypomanic episodes may include temporary increase in gaming activities.

Use of games as a coping strategy:
Individuals with depressive or anxiety disorders may use games excessively as an avoidance or coping mechanism, but the primary disorder is the mood or anxiety disorder. The therapeutic focus should be on the underlying condition.

Intense recreational gaming without functional impairment:
Players who dedicate substantial time to electronic games, but maintain adequate functioning in all areas of life, preserve relationships, fulfill responsibilities, and do not present significant clinical distress. The volume of time alone does not define the disorder; functional impairment is essential.

Professional or competitive use:
Professional or competitive players (e-sports) who dedicate many hours to training as part of legitimate professional activity, without impairment in other important areas or loss of control over the behavior.

5. Coding Step by Step

Step 1: Assess diagnostic criteria

Begin with comprehensive clinical evaluation through structured or semi-structured interview. Specifically investigate:

Impaired control: Question about attempts to reduce or stop gaming, ability to limit sessions, difficulty adhering to established limits, and gaming in inappropriate contexts. Ask: "Can you stop gaming when you plan to?" "Have you tried to reduce gaming time and been unable to?"

Increasing prioritization: Assess whether previous hobbies were abandoned, if responsibilities are neglected, if the individual consistently chooses gaming over other important activities. Question about changes in socialization patterns, physical activities, and diverse interests.

Continuation despite consequences: Document specific negative consequences (academic, occupational, relational, health problems) and whether the behavior persisted or intensified despite awareness of these problems.

Utilize validated assessment instruments when available, such as scales specific to gaming disorder, which provide quantitative measures complementary to clinical evaluation.

Step 2: Verify specifiers

Duration: Confirm that the pattern has been present for at least 12 months, or shorter period if severe symptoms are present. Document when symptoms began and whether there has been progression.

Temporal pattern: Identify whether the behavior is continuous (persistent over time) or episodic and recurrent (periods of problematic gaming interspersed with periods of control).

Severity: Assess the extent of functional impairment across multiple domains: personal, family, social, educational, occupational. The more areas affected and the greater the intensity of impairment, the greater the severity.

Modality: Document whether gaming is predominantly online, offline, or both, although this does not alter the primary diagnosis.

Step 3: Differentiate from other codes

6C50 - Gambling disorder:
This is the most critical differentiation. Code 6C50 refers specifically to gambling and betting games (casino, lottery, sports betting), while 6C51 refers to electronic games/video games. The distinction is clear: if the problematic behavior involves wagering money on gambling games, use 6C50. If it involves digital games (even if they include microtransactions), use 6C51. Some individuals may present with both disorders, requiring dual coding.

Mood and anxiety disorders:
Determine whether excessive gaming is a symptom of another disorder or an independent condition. Assess the chronology: did problematic gaming precede other symptoms or emerge as a consequence? Is the severity of gaming proportional to mood episodes or independent?

Attention-deficit/hyperactivity disorder:
Individuals with ADHD may present with difficulties with impulse control and regulation of pleasurable activities, but this does not automatically constitute gaming disorder unless complete criteria are met.

Step 4: Required documentation

Checklist of mandatory information:

  • Date of symptom onset and total duration
  • Detailed description of gaming pattern (frequency, session duration, types of games)
  • Specific evidence of impaired control with concrete examples
  • Documentation of activities and interests abandoned or neglected
  • Specific negative consequences in each area of functioning
  • Previous attempts to reduce or stop the behavior
  • Emotional response when prevented from gaming
  • Impact on family and social relationships
  • Measurable academic or occupational impairment
  • Effects on physical health (sleep, nutrition, physical activity)
  • Presence or absence of other mental disorders
  • Temporal pattern (continuous vs. episodic)
  • Level of insight and motivation for change

Record direct patient quotes that illustrate loss of control, prioritization, and continuation despite consequences. Include information from family members when possible, as individuals with the disorder may minimize severity.

6. Complete Practical Example

Clinical Case

Initial presentation:
Lucas, 22 years old, is brought to the appointment by his mother, who is concerned about behavioral changes over the last 18 months. He dropped out of university in the third semester of engineering, where he previously had satisfactory performance. He currently spends most of his time in his room playing competitive online games, frequently for 14 to 18 hours daily. He has inverted his sleep-wake cycle, sleeping during the day and playing at night.

Evaluation performed:
During the initial interview, Lucas appears reluctant but gradually opens up. He reports that he started playing a few hours a day two years ago, but progressively increased the time dedicated to gaming. He clearly identifies that he has lost control: "I tell myself I'm going to play just one match, but I can never stop. There's always one more, and suddenly it's 6 in the morning."

He abandoned activities he previously enjoyed, including playing guitar and practicing sports. Face-to-face friendships have deteriorated completely; he maintains only online contacts with other players. He attempted to reduce gaming three times in the last year, managing to stop for a maximum of three days before relapsing into an even more intense pattern.

He recognizes multiple negative consequences: university dropout, intense family conflicts, significant weight gain, chronic pain in his back and wrists, and depressive symptoms. Despite this, he feels unable to stop: "I know it's destroying my life, but when I'm not playing, I'm constantly thinking about it. It's the only thing that makes me feel good, even though I know I'll feel worse afterward."

His mother confirms the report and adds that he becomes extremely irritable and agitated when the internet goes down or when she tries to limit his computer access. He neglects basic hygiene, frequently skips meals, and has completely isolated himself from the family.

Diagnostic reasoning:
The evaluation clearly identifies the three essential criteria:

  1. Impaired control: Repeated inability to limit gaming sessions, failed attempts at reduction, gaming for periods much longer than planned.

  2. Increasing prioritization: University dropout, loss of hobbies, neglect of self-care, social isolation - all activities have been replaced by gaming.

  3. Continuation despite consequences: Persistence of the behavior despite recognizing academic, family, social, and health impairment.

The pattern is continuous (not episodic), has been present for 18 months (exceeds the 12-month criterion), and causes severe impairment in multiple areas. There is no evidence that the behavior is secondary to another primary mental disorder, although depressive symptoms are present, apparently as a consequence of the gaming pattern.

Justification for coding:
The diagnosis of Gaming disorder is appropriate. This is not Hazardous gaming because all complete diagnostic criteria are present with marked severity. It is not Gambling disorder because it does not involve gambling games with money.

Step-by-Step Coding

Primary code: 6C51 - Gaming disorder

Criteria analysis:

  • Duration: 18 months (criterion met)
  • Impaired control: Present and documented
  • Prioritization: Evident in multiple areas
  • Continuation despite consequences: Clearly demonstrated
  • Significant distress/impairment: Severe in personal, family, educational, social, and health areas

Complementary codes considered:

  • Depressive symptoms present, but apparently secondary to gaming disorder; monitor evolution to determine if additional diagnosis of depressive disorder is necessary
  • Consider coding physical complications (chronic pain, postural problems) if specific treatment is necessary

Final documentation:
"22-year-old patient presents with Gaming disorder (6C51) with duration of 18 months, continuous pattern, severe severity. Characterized by complete loss of control over gaming behavior (sessions of 14-18 hours daily), absolute prioritization of gaming over all other life activities (university dropout, social isolation, neglect of self-care), and continuation despite multiple documented negative consequences. Severe functional impairment in educational, family, social, and physical health areas. Attempts at reduction have repeatedly failed. Secondary depressive symptoms present."

7. Related Codes and Differentiation

Within the Same Category

6C50 - Gambling disorder:

The main differentiation lies in the type of activity involved. Code 6C50 applies to addictive behaviors related to gambling and betting - activities where money or valuables are wagered on events with uncertain outcomes, including casinos, slot machines, sports betting, lottery, poker, and other gambling games.

Code 6C51 refers specifically to electronic games/video games - digital games on consoles, computers, or mobile devices, which may or may not include competitive elements, but are not primarily based on financial betting.

When to use 6C50: Individual who frequents casinos regularly, spends increasing amounts on online sports betting, cannot stop playing slot machines despite severe financial loss.

When to use 6C51: Individual who plays video games (RPGs, shooting games, strategy games, MMORPGs) excessively, even if spending money on microtransactions or virtual items, since the primary activity is not betting.

Comorbidity: Some individuals may present with both disorders simultaneously, requiring dual coding (6C50 and 6C51).

Differential Diagnoses

Substance use disorders:
Share characteristics of compulsive behavior, loss of control, and continuation despite consequences, but involve psychoactive substances. Differentiation is usually clear by the nature of the activity.

Obsessive-compulsive disorder:
Although there may be intrusive thoughts about gaming, Internet gaming disorder does not involve true obsessions (unwanted thoughts that cause anxiety) or compulsions (ritualized behaviors to reduce anxiety). Gaming is experienced as pleasurable, not as anxiety relief.

Autism spectrum disorders:
Individuals on the spectrum may have intense restricted interests, including video games, but this differs from the addictive pattern. If there is no progressive loss of control, pathological prioritization, or functional impairment beyond autism characteristics, the diagnosis of 6C51 is not appropriate.

Attention-deficit/hyperactivity disorder:
Difficulties with self-regulation may lead to excessive gaming use, but ADHD alone does not constitute Internet gaming disorder. Assess whether full criteria are present independent of ADHD symptoms.

8. Differences with ICD-10

ICD-10 did not include a specific code for Gaming Disorder. Cases were often coded inconsistently under various categories:

F63.8 - Other disorders of habits and impulses: This was the most commonly used category due to lack of a more specific option, although it did not adequately capture the addictive nature of the disorder.

F63.0 - Pathological gambling: Some professionals used this code incorrectly, although it was specifically for gambling/betting games, not electronic games.

Main changes in ICD-11:

ICD-11 represents a significant advance by creating a specific code (6C51) that recognizes Gaming Disorder as a distinct condition within the category of Disorders due to addictive behaviors. This change reflects:

  1. Formal recognition: Scientific validation of the condition as a legitimate mental disorder
  2. Clear diagnostic criteria: Specification of three well-defined essential criteria
  3. Appropriate differentiation: Clear separation between gaming (6C51) and gambling (6C50)
  4. Adequate conceptual category: Inclusion in addictive behaviors, reflecting neurobiological understanding

Practical impact:

Specific coding allows for better epidemiological tracking, development of evidence-based therapeutic protocols, facilitation of research, and greater likelihood of coverage by health systems. Professionals now have a precise diagnostic tool instead of generic or inadequate categories.

9. Frequently Asked Questions

How is Electronic Gaming Disorder diagnosed?

The diagnosis is primarily clinical, based on detailed evaluation by a qualified mental health professional. The process includes comprehensive clinical interview exploring gaming patterns, control attempts, functional impact, and consequences. Information from family members is valuable, as affected individuals may minimize severity. Standardized assessment instruments may complement clinical evaluation, providing quantitative measures. There are no laboratory or imaging tests for diagnosis, although they may be useful for evaluating health complications. The evaluation should also investigate comorbid conditions and differentiate from other mental disorders.

Is treatment available in public health systems?

Availability varies considerably among different regions and health systems. Many public mental health services are progressively recognizing and treating this condition, especially in services focused on adolescents and young adults. Clinics specializing in addictions frequently include treatment for non-substance-related addictive behaviors. When specialized services are not available, mental health professionals in general services may provide treatment using established therapeutic approaches. Formal inclusion in ICD-11 tends to increase treatment availability in public systems over time.

How long does treatment last?

Treatment duration varies significantly depending on severity, presence of comorbidities, family support, and individual response. Brief interventions may be sufficient for mild cases identified early, lasting several weeks to a few months. Moderate to severe cases generally require more prolonged treatment, often 6 to 12 months or longer. Treatment typically involves an initial intensive phase followed by maintenance and relapse prevention. Some individuals benefit from intermittent long-term follow-up. The approach is individualized, adjusted according to progress and specific needs. Treatment of comorbid conditions may extend total duration.

Can this code be used in medical certificates?

Yes, code 6C51 can and should be used in official medical documentation, including certificates, when appropriate. As a formally recognized mental disorder by ICD-11, it is a legitimate diagnosis that can justify absence from academic or occupational activities when severity warrants it. Documentation should be appropriate to the context, balancing information needs with patient confidentiality. In some situations, it may be preferable to use more general terminology ("treatment of mental health condition") rather than the specific diagnosis, depending on the certificate's purpose and patient preferences. Professionals should follow local regulations and ethical guidelines regarding medical documentation.

Can children receive this diagnosis?

Although the disorder is more commonly diagnosed in adolescents and young adults, it can theoretically occur at any age, including children. However, additional caution is necessary when evaluating children, as intense gaming patterns may be developmentally appropriate or transient. Diagnosis in children should only be made when full criteria are clearly present, functional impairment is evident, and the pattern persists for an adequate period. Evaluation should consider developmental context, involve multiple information sources (parents, school), and differentiate from transient behavioral problems. Preventive and educational interventions are often preferable to formal diagnosis in younger children.

What is the difference between playing a lot and having the disorder?

The amount of time spent gaming, by itself, does not define the disorder. The fundamental distinction lies in the presence of three diagnostic criteria: loss of control, pathological prioritization, and continuation despite negative consequences. Many people play frequently, even intensely, without developing the disorder. Recreational players, even dedicated ones, maintain balance with other life areas, can stop when necessary, preserve relationships and responsibilities, and do not experience significant functional impairment. The disorder involves a compulsive pattern where gaming dominates life, other important activities are neglected, and there is substantial suffering or impairment. Context and consequences are more important than hours played.

Can professional gamers have this disorder?

Professional or competitive gamers (e-sports) dedicate many hours to training and competition as part of a legitimate career. This, by itself, does not constitute a disorder. However, professional gamers are not immune to developing the condition. Diagnosis would be appropriate if there is loss of control (playing compulsively beyond what is necessary for professional training), neglect of other important life areas (relationships, health, interests outside gaming), and continuation of problematic patterns despite negative consequences. The evaluation should consider whether the behavior is functional within the professional context or has become dysfunctional and compulsive.

Does the disorder have a cure or is it a chronic condition?

Many individuals recover completely with appropriate treatment, establishing healthy patterns of technology use or abstinence from problematic gaming. Recovery is realistic and achievable, especially when treatment is initiated early. However, some individuals experience a chronic or recurrent pattern, with periods of control alternating with relapses. Factors influencing prognosis include initial severity, presence of comorbidities, social support, motivation for change, and treatment adherence. Even in chronic cases, treatment can significantly reduce impairment and improve quality of life. Relapse prevention and long-term management strategies are important treatment components, recognizing potential vulnerability for return to problematic patterns.


Conclusion:

Code 6C51 - Electronic Gaming Disorder represents an essential diagnostic tool for identifying and appropriately treating individuals whose involvement with digital games has become pathological. Accurate coding requires clear understanding of diagnostic criteria, careful differentiation from other conditions, and comprehensive documentation. Health professionals should be familiar with this diagnostic category to provide appropriate care to the growing population affected by this contemporary condition.

External References

This article was prepared based on reliable scientific sources:

  1. 🌍 WHO ICD-11 - Gaming Disorder
  2. 🔬 PubMed Research on Gaming Disorder
  3. 🌍 WHO Health Topics
  4. 📋 NICE Mental Health Guidelines
  5. 📊 Clinical Evidence: Gaming Disorder
  6. 📋 Ministry of Health - Brazil
  7. 📊 Cochrane Systematic Reviews

References verified on 2026-02-03

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Administrador CID-11. Electronic Gaming Disorder. IndexICD [Internet]. 2026-02-03 [citado 2026-03-29]. Disponível em:

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