4-2 Case Study Milestone Two_ Short Paper

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Feb 20, 2024

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4-2 Case Study Milestone Two: Short Paper PSY 200 Sara Hazbiu September 24, 2023
We studied "A Case Study of Internet Game Addiction" for this milestone from the Journal of Addictions Nursing. The client in this case study was a 16-year-old male Korean student who resided in the US. The client is identified as HC. Both a son and a brother, he. HC is now enrolled in high school and unemployed. The customer exhibits a process addiction to online gaming. HC claimed to have begun gaming around the age of seven, but after relocating to the United States, his gaming time rose significantly (Lee, 2011). Playing online games serves as the client's physiological method of managing his addiction. HC's mother referred him for this case study because she was worried about his sadness, bad attitude, and excessive internet use (Lee, 2011). The client moved to the United States from Korea with his mother and brother after originally being hesitant to do so. His parents eventually persuaded him to do so, and he has now lived in the country for four years. HC struggled to make friends and started to isolate himself from his peers because he didn't speak any English. Due to this, HC started playing online games for significantly more hours than before (Lee, 2011). The client is from Korea, where various phrases are used to convey respect. Because HC stopped using the polite language, his relationships with his brother and older Koreans suffered. The client's mother also spoke of his disdain for his father. When his father visited from Korea, she claimed that HC was really hesitant to go anywhere or do anything with him (Lee, 2011). The client's point of view on his addiction to online gaming is that it has become very tough to manage and that he could need assistance with the problem. The weekends, according to HC, are the times when he finds it hardest to limit the amount of time he
spends playing video games. The client claims that on a typical weekday, he will spend between three and five hours playing video games, but on the weekends, he uses the internet for roughly thirteen hours per day (Lee, 2011). Addiction to online gaming is a process addiction. The DSM-5 describes internet addiction as "1) excessive use, often associated with a loss of sense of time or a neglect of basic drives; 2) withdrawal, with feelings of anger, tension, and/or depression when the computer is not available; 3) tolerance, with a need for better computer equipment, more software, or more hours of use; and 4) negative consequences, with arguments, lying, poor achievement, social isolation, and exhaustion" (Lee, 2011). Game addiction has been around since 1983 (Kuss, 2013). The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (Darvesh, Radhakrishnan, Lachance, Nincic, Sharpe, Ghassemi, Straus, & Tricco, 2020) did not, however, add Internet Gaming Addiction until 2013. Nine criteria for Internet Gaming Disorder were included in the DSM-5: 1) a high degree of preoccupation with gaming; 2) withdrawal symptoms; 3) increased tolerance to gaming; 4) ineffective attempts to stop or reduce gaming; 5) loss of interest in other hobbies or activities; 6) excessive gaming despite negative effects; 7) lying to others about gaming activities; 8) using gaming as an escape or release from a bad mood; and 9) jeopardized or lost relationships, jobs, or educational or career opportunities. In 2020, Darvesh, Radhakrishnan, Lachance, Nincic, Sharpe, Ghaseemi, Straus, and Trico published their study. Around the turn of the twenty-first century, the world of online gaming rose to enormous popularity. However, around the middle of the 2000s, interest in online gaming skyrocketed. The rise of online gamers can be attributed to the
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introduction of multi-player online role-playing games like World of Warcraft (Alvernia University, 2019). Mobile gaming on portable phones was first offered in 2007. And by 2015, it was anticipated that 1.5 billion individuals played online games globally (Jones, 2021). The subject's actions and thought processes are physiologically impacted by their addiction to online gaming. Sleep issues, skin blisters, calluses, and soreness in the wrist, neck, and elbow are only a few examples of the physiological impacts. Internet gaming addiction has certain physiological impacts, but it also has a variety of psychological effects on the subject's actions and thought processes. Sleep, employment, education, and relationships with family and friends are just a few of the psychological repercussions. Feeling unwell and lonely a lot is another psychological impact of this addiction (Kuss, 2013). Additionally, some people have problems falling asleep, more tension, irritability, aggression, anxiety, and sadness (Kuss, 2013). HC's treatment plan originally called for him to attend eight sessions. However, after five sessions, the client's counseling came to an end. Although there was some improvement throughout the sessions, the client failed to finish his assignments or follow his vow to cut back on the amount of time he spent playing online games, according to the case study (Lee, 2011). The mother of the client reported that HC had started playing golf with her every day of the week during the two-month follow-up. This interaction with his mother has made HC spend less time playing video games. According to the case study's results section, group therapy would have likely been more advantageous for the client in this circumstance and in treating her computer gaming addiction (Lee, 2011).
References: Lee, E. (2011). Journal of Addictions Nursing, Kuss, D. J. (2013, November 14). Internet Gaming Addiction: Current Perspectives. Psychology Research and Behavior Management. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/ Jones, K. (2021, June 15). Online Gaming: The Rise of a Multi-Billion Dollar Industry. https://www.visualcapitalist.com/online-gaming-the-rise-of-a-multi-billion-dollar-industry/ Alvernia University. (2019, October 17). Player 1 to Patient Zero: Is Video Game Addiction Real? Alvernia Online. https://online.alvernia.edu/articles/is-video-game- addiction-real/ . Darvesh, N., Radhakrishnan, A., Lachance, C. C., Nincic, V., Sharpe, J. P., Ghassemi, M., Straus,S. E., & Tricco, A. C. (2020, April 2). Exploring the Prevalence of Gaming Disorder and Internet Gaming Disorder: A Rapid Scoping Review. Systematic Reviews. https://systematicreviewsjournal.biomedcentral.com/articles/10.1186/s13643-020- 01329-2.