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Southern New Hampshire University *

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200

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Psychology

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Feb 20, 2024

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docx

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1 4:2 Case Study Milestone Two Sarah Villanueva Southern New Hampshire University PSY: 200 Foundations of Addictions Professor Wills November 19, 2023
2 4:2 Case Study Milestone Two Client: Background Information The client HC is a 16-year-old adolescent Koren male. He is attending school and not currently working. His addiction is known as process addiction which is an addiction behavior, process, or action (Capuzzi and Stauffer, 2019). Warning signs of process addiction can include being isolated more, less social interaction, and changes to sleeping patterns (Capuzzi and Stauffer, 2019). Assessment The physiological procedure that the client uses for administrator of his internet gaming addictions in the comfort of his home. The client lives with mother and brother in the United States and his father lives in Korea. HC only has been in the United States for 4 years causing him to withdraw from his friends. He does have support from his parents because the mother referred him to see a counselor however, there is lack of communication between the client and parents. HC does have internet friends which is causing him to stay up late playing video games. Although the client is not working for a company where his addiction is encouraged, he does play online games so he can meet people through it. The is causing him to be in a type of isolated environment plus he did report that he is home alone quite often. HC did express that he does in fact need to reduce his hours using internet gaming because he spends 3 to 5 hours playing on the weekdays and 13 hours on the weekends. The client expressed that it is difficult to control more so on the weekends. He agreed to try to reduce the time spent on games and increase his time with healthy choices. The counselor, mother, and he completed a patient contract which stated that he will be rewarded with stickers if accomplishing less time on internet gaming. His
3 motivation at this point is at a moderate level since he did agree to spending less hours on gaming. Therefore, there are high hopes for a good outcome. Addiction Information Internet gaming addiction is a subtype of internet addiction that refers to the uncontrollable, excessive, and compulsive use of online games that causes emotional and social problems (Wang, 2022). In 1983, the first report of gaming addiction emerged that video gaming is a problem for students (Kuss, 2013). There were further studies in the 1990s regarding this issue. Then in the 2000s that’s when online games became really popular, while studies of Internet gaming addiction emerged (Kuss, 2013). Furthermore, in South Korea the Internet gaming addiction is viewed as a significant concern for the public health (Kuss, 2013). Internet gaming addiction has various negative consequences. The psychological effects include the following: sacrificing real-life relationships, other pastime activities, loss of sleep, lack of education, socializing, aggression, hostility, stress, high loneliness, and dysfunctional coping (Kuss, 2013). Physiologically internet gaming addiction can have changes in the brain. The physiological affect is having withdrawals. There are also changes in the brain such as prefrontal cortex, the ventral stratum, and dorsal striatum. Results After agreeing to reducing time spent on internet video gaming with other healthy activities, he by the third session he did decrease his time internet video gaming but showed agitation because of his reduce time. He received 5 stickers for reducing his game time and 20 stickers for engaging in healthy activities. By his fourth session he only reached his goal for 2
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