Revista Adolescência e Saúde

Revista Oficial do Núcleo de Estudos da Saúde do Adolescente / UERJ

NESA Publicação oficial
ISSN: 2177-5281 (Online)

Vol. 15 nº 2 - Apr/Jun - 2018

Editorial Imprimir 

Páginas 6 a


Dangerous games and video games in the adolescence

Video games y juegos peligrosos en la adolescencia

Videogames e jogos perigosos na adolescência

Autores: Evelyn Eisenstein

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The interaction between adolescents and new information and communication technologies through the Internet and online/offline games today represents a new challenge for parents and health and education professionals. Smartphones, notebooks, computers, and so many new gadgets and apps are part of the adolescent routine and accessible as if they were an extension of your hands. These novelties are attractive as entertainment and information, but also bring risky situations involved in teen behaviors and relationships, both with families and friends as well as in schools.

The data obtained in the CETIC / CGI ICT KIDS ONLINE-Brazil survey of 2016, demonstrate 24.3 million children and adolescents between 9 and 17 years of age from all social classes are Internet users, corresponding to 82 % of this population in Brazil. Of these, 40% play online video games connected with other players, and 47% play online unconnected. The games are of various types and the contents are of sports, adventure, mystery, puzzles, wars, fighting of violence and many others of simulation with championships, including the (Massive Multiplayer Online Role Playing Game) MMORPG. And suddenly, teenagers take on new digital identities and become gamers, avatars, streamers, youtubers and want the rewards of being celebrities with many likes on Facebook. Feeling accepted or popular, or rejected and isolated becomes a routine that permeates curiosity and distraction, and is incorporated into habits during days, nights and weekends to digital addiction.

In the most recent ICD-11, the International Classification of Diseases of the World Health Organization (2018), disorders of the games were included as criteria to classify gaming disorder, a mental and behavioral disease 6 C 71. Other scientific evidence demonstrates that several brain regions are affected during development in adolescence, mainly the limbic region of the emotions and the prefrontal cortex of impulsivity control. Dangerous challenges such as (choking games) and group "jokes" such as aspiring powdered cinnamon, talc, passing condoms between the nose and mouth, inhaling deodorants, are causing choking and suffocation, fainting , fatal accidents and even increasing suicide rates among young people. Increased aggressive behavior, sudden mood swings, and episodes of cyberbullying need to be diagnosed and prevented during adolescence.

It is up to health professionals to be alert, to hold more lectures in schools, to include prevention activities in care routines and during community interventions, and to know that digital technologies need to be built as proactive social bridges to new knowledge, and never as deadly chasms of exploitation of human suffering. Intersectoral work on social protection of adolescents and new public policies, including the Internet Civil Margin (article 29) and the updating of the Indicative Classification by the Ministry of Justice are some initiatives that Adolescência & Saúde magazine currently supports.

Evelyn Eisenstein
Scientific editor
adolescencia adolescencia adolescencia
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