NTR 100 COMPLETE Syllabus and Academic Integrity Acknowledgement Arizona State University
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PSY 200 MILESTONE 2 CASE STUDY-Client Background Information snhu
PSY 200 Milestone 2 Case Study: Client Background Information
Introduction
The client in this case study is HC, a 16-year-old Korean teenager who has been living in the United States with his mother and brother for the past four years. HC was referred by his mother due to concerns over his excessive internet usage, specifically related to online gaming addiction. This case study explores the background information of HC, the physiological and psychological effects of his addiction, and the interventions attempted to address his condition.
Addiction Assessment
Physiological Procedure & Environmental Elements
HC’s addiction to online gaming is a significant concern, particularly because it interferes with his daily functioning and relationships. He spends 3-5 hours gaming on weekdays and up to 13 hours on weekends. This behavior has led to social isolation, withdrawal from friends and family, and a decline in academic performance. HC’s addiction is facilitated by the accessibility of online games within his home environment. His difficulties in adjusting to American culture and language barriers have further exacerbated his dependence on gaming as a coping mechanism.
HC’s initial reluctance to move to the United States, combined with the challenges of adapting to different cultural expectations, has contributed to his isolation and increased internet usage. His poor relationship with his father, who remains in Korea, and the strained relationship with his brother, who holds traditional Korean expectations, have further driven HC to seek solace in the virtual world. Despite his mother’s efforts to encourage him to engage in other activities, HC often finds himself alone at home, which only reinforces his gaming behavior.
Client’s Philosophical Stand
Throughout therapy, HC has alternated between denying that he has a problem and acknowledging that his gaming habits have led to negative consequences, particularly in terms of his health and school performance. Although HC sometimes admits that he would like to reduce his gaming time, he struggles with managing his boredom and often rationalizes his behavior. However, there is a sense of hope as HC has shown a willingness to participate in various interventions and provide feedback on his recovery process.
History of Addiction
HC’s addiction to internet gaming began at a young age, starting when he was just seven years old in Korea. After moving to the United States at the age of twelve, HC’s gaming time increased significantly due to his social isolation and the absence of close friends. The growing popularity of internet gaming among youth, especially males under the age of 30, has made HC’s situation particularly challenging. Research indicates that as many as 88% of youth in the U.S. engage in online video games, with nearly 8.5% exhibiting signs of internet gaming addiction (Vivo, n.d.).
Physiological and Psychological Effects
Addiction, whether to substances or behaviors like gaming, can have profound physiological and psychological effects. In HC’s case, his addiction has led to significant negative outcomes, including depression, irritability, aggression, and a decline in academic performance. The compulsive nature of gaming has caused HC to lose touch with real-life relationships, further isolating him from his family and peers. His obsession with gaming has also led to perfectionism within the games, which exacerbates his frustration and contributes to his overall stress levels.
HC’s mother was the first to notice the correlation between his increasing depression and his excessive internet usage. Her concerns about his social withdrawal and negative attitude prompted her to seek professional help. During therapy, HC admitted to lying during gaming sessions, using abusive language, and having trouble accepting authority figures. These behaviors, coupled with his declining relationships at home, highlight the severity of his addiction.
Results of Intervention
The intervention process for HC included counseling sessions, behavior modification, cognitive-behavioral therapy (CBT), and participation in a 12-step program. While HC showed some positive responses to these interventions, he also exhibited resistance and a lack of interest in continuing treatment at times. Although he was not always compliant with the homework assignments required by his therapy, he did express a willingness to engage in new activities that could potentially replace some of his gaming time.
At a two-month follow-up appointment, it was reported that HC had successfully reduced his internet gaming time and was spending more time engaging in other activities, such as golfing with his mother. However, the long-term effectiveness of these interventions remains uncertain. It was suggested that HC might benefit more from group therapy, which he mentioned enjoying, rather than the individual counseling approaches previously attempted.
Conclusion
HC’s case underscores the complexity of process addictions like internet gaming and the challenges of addressing such behaviors in adolescents. While some progress has been made in reducing his gaming time, continued professional intervention and support are necessary to ensure long-term recovery. Group therapy may offer a more effective approach for HC, providing him with peer support and the opportunity to develop healthier coping mechanisms.
References
Alavi, S. S., Ferdosi, M., Jannatifard, F., Eslami, M., Alaghemandan, H., & Setare, M. (2012). Behavioral Addiction versus Substance Addiction: Correspondence of Psychiatric and Psychological Views. International journal of preventive medicine, 3(4), 290-4.
American Addiction Centers. (2019). What Is Process Addiction & Types of Addictive Behaviors? Retrieved February 2, 2019, from https://americanaddictioncenters.org/behavioral-addictions
Anthony, W., & Anthony, B. (2017, September 27). Internet and Video Game Addiction. Retrieved February 1, 2019, from http://www.oxfordbibliographies.com/view/document/obo-9780195389678/obo-9780195389678-0258.xml
Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology research and behavior management, 6, 125-37. doi:10.2147/PRBM.S39476
Lee, E. J. (2011). A case study of Internet Game Addiction. Journal of Addictions Nursing (Taylor & Francis Ltd), 22(4), 208ā213. https://doi-org.ezproxy.snhu.edu/10.3109/10884602.2011.616609
Naskar, S., Victor, R., Nath, K., & Sengupta, C. (2016). “One level more:” A narrative review on internet gaming disorder. Industrial psychiatry journal, 25(2), 145-154.
Rauh, S., & Chang, L. (2006). Video Game Addiction. Retrieved February 1, 2019, from https://www.webmd.com/mental-health/addiction/features/video-game-addiction-no-fun#1
Sussman, S., Lisha, N., & Griffiths, M. (2011). Prevalence of the addictions: A problem of the majority or the minority? Evaluation & the Health Professions, 34(1), 3ā56. doi: 10.1177/0163278710380124
Vivo, M. (n.d.). New Facts about Video Game Addiction: Problem More Widespread Than Expected. Research paper.
Young, K. (1996, August). Pathological internet use: the emergence of a new clinical disorder. CyberPsychology and Behavior, 1(3), 237ā244.
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