HEP 456 Module 6 Section 14 Communication and Dissemination of The Findings Arizona State University
HEP 456 Module 6 Section 14 Communication and Dissemination of The Findings HEP 456: Health Promotion Program ā¦
PSY 200 WEEK 4 CASE STUDY-Client Information and Presenting Problem snhu
Case Study: Client Information and Presenting Problem
Client Information
The client, referred to as “HC,” is a sixteen-year-old male of Korean descent. He is a student who has developed a process addiction to online gaming. This addiction has significantly strained his academic performance and relationships with his family and friends. HC spends most of his time alone, which is largely due to his family’s frequent absences and his lack of a social network. His social isolation is exacerbated by a language barrier and social awkwardness, which further deepens his dependence on online gaming as a primary means of interaction and entertainment.
Assessment
HCās online gaming habits are substantial, with him playing for 3 to 5 hours on weekdays and up to 13 hours on weekends. HC explains that his gaming is primarily a response to boredom, as his family is often away during the day, and he struggles to make friends due to difficulties with the English language. Despite living with his mother and brother, HC spends very little time interacting with them, and his primary social connections are made through his online gaming activities.
HC’s mother sought help for her son because of his negative attitude, depression, and excessive use of the internet. Although HC does not exhibit a sense of hopelessness, he does display signs of despair and a disconnect from his family and cultural traditions. HC believes that he has control over his addiction, asserting that he can stop at any time. However, his decision to quit therapy after only five sessions suggests a significant lack of control over his addictive behaviors.
Addiction Information
The history of video game addiction dates back several decades. The first video game, Nutting, was released in 1971, followed by the first home video game, “Odyssey” by Magnavox, in 1972 (NCAC, 2020). However, it was not until the 1980s that reports of video game addiction began to surface (Griffiths, Kuss, & King, 2012). The prevalence of gaming addiction has continued to grow, particularly with the advent of massively multiplayer online role-playing games (MMORPGs) like World of Warcraft and Everquest in the 2000s (Griffiths, Kuss, & King, 2012).
Online gaming addiction can lead to various negative psychosocial consequences, including sacrificing work, education, hobbies, socializing, time with family, and sleep. It can increase stress levels, reduce real-life relationships, lower psychosocial well-being, and lead to loneliness and poorer social skills. Academic achievement may suffer, and individuals may exhibit increased inattention, aggressive or oppositional behavior, and hostility. Other cognitive issues include maladaptive coping strategies, decreases in verbal memory performance, and even suicidal ideation (Griffiths, Kuss, & King, 2012).
In addition to psychological effects, physical problems are also associated with gaming addiction. These include epileptic seizures, auditory hallucinations, enuresis, encopresis, obesity, wrist pain, neck pain, tenosynovitis (commonly known as “nintendinitis”), blisters, calluses, sore tendons, numbness of the fingers, hand-arm vibration syndrome, sleep abnormalities, psychosomatic challenges, and repetitive strain injuries (Griffiths, Kuss, & King, 2012).
Results
Initially, HC showed promise by reducing his participation in online gaming. This progress was mainly due to spending more time with his mother, engaging in activities such as golfing. Research has shown that increased parental interaction can lead to fewer behavioral issues and improved mental, emotional, and physical health in children (Jones, 2017). However, despite these positive effects, HC did not respond well to behavior modification techniques. He showed more significant improvement through cognitive-based therapy and participation in a 12-step program.
While HC reduced the number of hours spent on online games, it is evident that he requires further therapy to gain full control over his addiction. The decision to withdraw from the program after some initial progress suggests that HC’s addiction remains a significant challenge, and ongoing support is necessary to prevent relapse and promote sustained recovery.
References
Griffiths, M. D., Kuss, D. J., & King, D. L. (2012). Video Game Addiction: Past, Present, and Future. Current Psychiatry Reviews, 8(4), 308-318. doi:10.2174/157340012803520414
Jones, C. (2017, November 29). What are the Benefits of Spending Quality Time with Your Kids? Retrieved September 27, 2020, from https://10minutesofqualitytime.com/what-are-the-benefits-spending-quality-time-kids/
Lee, E. J. (2011). A case study of Internet Game Addiction. Journal of Addictions Nursing, 22(4), 208-213. doi:10.3109/10884602.2011.616609
NCAC. (2020, January 06). A Timeline of Video Game Controversies. Retrieved September 26, 2020, from https://ncac.org/resource/a-timeline-of-video-game-controversies
This case study provides a detailed analysis of HC’s situation, focusing on his addiction to online gaming, the cultural and familial factors influencing his behavior, and the results of the interventions attempted so far. The references cited support the analysis and highlight the complexity of treating process addictions in adolescents.
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PSY 200 WEEK 5 CASE STUDY DISCUSSION-Foundations of Addiction Counseling.docxDocumentPSY 200 WEEK 5 CASE STUDY DISCUSSION-Foundations of Addiction Counseling snhu
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Based on the hypothetical case study provided in the “PSY 200 Week 5 Discussion,” various addiction treatment techniques are explored, each with its own set of advantages and disadvantages. The techniques discussed include the 12-step program, group therapy, pharmacotherapy, behavioral contracting, and relapse prevention. Below is a summary of the pros and cons of each technique, as well as the possible outcomes for clients undergoing these treatments.
1. 12-Step Program
Pros:
Cons:
Possible Outcomes:
2. Group Therapy
Pros:
Cons:
Possible Outcomes:
3. Pharmacotherapy
Pros:
Cons:
Possible Outcomes:
4. Behavioral Contracting
Pros:
Cons:
Possible Outcomes:
5. Relapse Prevention
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Cons:
Possible Outcomes:
In conclusion, each addiction treatment technique offers unique advantages and challenges. The effectiveness of each approach depends on the individual clientās needs, preferences, and level of engagement in the recovery process. It is essential for counselors to carefully consider these factors when developing a treatment plan and to remain flexible in adjusting the approach as needed.
References:
Capuzzi, D., & Stauffer, M. D. (2019). Foundations of Addictions Counseling (4th Edition). Pearson Education.
HEP 456 Module 6 Section 14 Communication and Dissemination of The Findings HEP 456: Health Promotion Program ā¦
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