<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1657-8961</journal-id>
<journal-title><![CDATA[Pensamiento Psicológico]]></journal-title>
<abbrev-journal-title><![CDATA[Pensam. psicol.]]></abbrev-journal-title>
<issn>1657-8961</issn>
<publisher>
<publisher-name><![CDATA[Pontificia Universidad Javeriana, seccional Cali]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1657-89612020000100087</article-id>
<article-id pub-id-type="doi">10.11144/javerianacali.ppsi18-1.ctvp</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Caracterización del trastorno por videojuegos: ¿Una problemática emergente?]]></article-title>
<article-title xml:lang="en"><![CDATA[Characterization of Gaming Disorder: An Emerging Problem?]]></article-title>
<article-title xml:lang="pt"><![CDATA[Caracterização do transtorno pelos videojogos: um problema emergente?]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Sandoval-Obando]]></surname>
<given-names><![CDATA[Eduardo]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af2">
<institution><![CDATA[,Universidad Autónoma de Chile Facultad de Ciencias Sociales y Humanidades ]]></institution>
<addr-line><![CDATA[Temuco ]]></addr-line>
<country>Chile</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>06</month>
<year>2020</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>06</month>
<year>2020</year>
</pub-date>
<volume>18</volume>
<numero>1</numero>
<fpage>87</fpage>
<lpage>102</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S1657-89612020000100087&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S1657-89612020000100087&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S1657-89612020000100087&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen  Objetivo.  Sistematizar la literatura actual disponible en torno a la caracterización del trastorno por videojuegos (VDJ), aportando a la comprensión de este fenómeno en el contexto latinoamericano y su incidencia en la población infanto-juvenil.  Método.  Se utilizó una revisión sistemática de literatura, de corte analítico. Como eje de búsqueda se consideraron las categorías: (a) uso de las TIC, (b) videojuegos, (c) adicción y (d) trastorno por videojuegos, de acuerdo con estudios publicados en las bases de datos PubMed, ScienceDirect y Google Scholar, teniendo como referencia el DSM-V y CIE-11.  Resultados. Las manifestaciones clínicas descritas para su uso adictivo son aún heterogéneas. También, se pudo observar que, cuanto más temprano se empieza, mayor será la frecuencia de su uso en edades posteriores, lo que aumenta las conductas de riesgo en el futuro y su incidencia en el tiempo de ocio y la recreación cotidiana.  Conclusión.  Los efectos que puede generar el uso problemático de dispositivos tecnológicos en el desarrollo de las personas, se contrapone al uso de los VDJ en el tratamiento de diversos trastornos como en el plano educativo. Adicionalmente, se reafirma el desafío de construir saberes e investigaciones multidisciplinares en torno al uso problemático de estos dispositivos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract  Objective. Systematize the current literature available on the characterization of video game disorder, in order to contribute to the understanding of this phenomenon in the Latin American context and its incidence in the child/youth population.  Method.  A systematic review and analysis of the literature was used. The following categories were considered lines of inquiry: (a) use of ICT, (b) video games, (c) addiction and (d) video game disorder, according to studies published in the PubMed, ScienceDirect and Google Scholar databases, having the DSM-V and ICD-11as references.  Results.  The clinical manifestations of its addictive use are still heterogeneous. Also, it was observed that the earlier it starts, the greater the frequency of its use in later ages, which increases risk behaviors in the future and its incidence in leisure time and daily recreation.  Conclusion. The effects that the problematic use of technological devices can generate in the development of individuals are contrasted to the use of video games in the treatment of various disorders, such as in the educational field. Additionally, the challenge of building knowledge and multidisciplinary research around the problematic use of these devices is reaffirmed.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo  Escopo.  Sistematizar a literatura atual disponível sobre a caracterização do transtorno pelos videojogos (VDJ), aportando à compreensão de este fenômeno no contexto latino-americano e sua incidência na população infanto-juvenil.  Metodologia.  Foi empregada uma revisão sistemática de literatura, de corte analítico. Como eixo de procura foram consideradas as categorias: a) uso das TIC, b) Videojogos, c) Vício e d) transtorno pelos videojogos, de acordo com estudos publicados nas bases de dados PubMed, ScienceDirect e Google Scholar, tendo como referencia o DSM-V e C1E-11.  Resultados.  As manifestações clínicas descritas para o seu uso aditivo ainda são heterogéneas. Também, foi observado que, quanto mais cedo começar, maior será a frequência do seu uso em idades posteriores, o que aumenta as condutas de risco no futuro e sua incidência no tempo de ócio e a recreação cotidiana.  Conclusão.  Os efeitos que pode gerar o uso problemático de dispositivos tecnológicos no desenvolvimento das pessoas, está contraposto ao uso dos VDJ no tratamento dos diversos transtornos como no plano educativo. Além do mais, é reafirmado o desafio de construir saberes e pesquisas multidisciplinares sobre o uso problemático de estes dispositivos.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[adicción]]></kwd>
<kwd lng="es"><![CDATA[salud mental]]></kwd>
<kwd lng="es"><![CDATA[DSM-V]]></kwd>
<kwd lng="es"><![CDATA[CIE-11]]></kwd>
<kwd lng="en"><![CDATA[Videogame]]></kwd>
<kwd lng="en"><![CDATA[Addiction]]></kwd>
<kwd lng="en"><![CDATA[Mental Health]]></kwd>
<kwd lng="en"><![CDATA[DSM-V,]]></kwd>
<kwd lng="en"><![CDATA[ICD-11]]></kwd>
<kwd lng="pt"><![CDATA[videojogos]]></kwd>
<kwd lng="pt"><![CDATA[adição]]></kwd>
<kwd lng="pt"><![CDATA[saúde mental]]></kwd>
<kwd lng="pt"><![CDATA[DSM-V]]></kwd>
<kwd lng="pt"><![CDATA[CIE-11]]></kwd>
</kwd-group>
</article-meta>
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