Case Study Milestone Two

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Palm Beach State College *

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CJ210

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Psychology

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Jan 9, 2024

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Case Study Milestone Two Theresa French November 21, 2023
Theresa French Page 1 This case study involved a 16-year-old Korean adolescent named HC. He lived in Korea until he was 12 when his mother convinced him to move to the United States. He has lived here for four years and is experiencing depression, mood negativity, and misuse of the internet. These consequently came after his move from Korea. He struggled to speak English and was unable to maintain friendships and he found himself playing video games more often. His issue is not considered a substance addiction but rather a process addiction. For HC’s addiction, his physiological procedure is to watch videos and play video games for multiple hours at a time. According to The American Academy of Pediatrics, “no more than two hours per day of screen-based entertainment” ( Healthier Video Game Habits: 5 Tips of Parents of Teens, 2020) should be allowed for adolescents. HC’s amount of screen time playing video games is significantly higher than the average adolescent should be exposed to. Especially during the weekends where it was noted that he plays around 13 hours per day. Within the case study, it is mentioned that HC’s mother was the one who initiated the intervention and supported him, however, many parts of the study mention that HC spends a lot of time alone at home. According to the American Addiction Centers, “participating in treatment and therapy programs such as family therapy” ( How to Help an Addict Who Doesn’t Want Help , 2023) assists with helping a loved one who is struggling with their addiction. Nonetheless, there was no mention of HC’s mother participating in the therapy sessions or accompanying him in any other activities except towards the end when she encouraged him to play golf with her. Since HC has struggled to form relationships outside of gaming, his only friendships are those with whom he is online with who may share the same addiction. Being around other adolescents who are constantly
gaming will trigger those same behaviors with HC and he will misuse his time playing. HC is at the legal age to start working however there is no mention that he has a job or that his addiction is encouraged there. HC’s attitude toward his online gaming is one many addicts have when they are in the beginning stages of their addiction coming to light. There are many reasons why an addict can be in denial of their addictions: “They believe that they are in control of their addiction, they are ashamed to admit that they have a problem, they are using these addictions to cope with other issues, they may have loved ones who are enabling their substance abuse, they are convinced that they are somehow “different” than other people who are addicted” ( Addiction Denial: Symptoms, Behaviors & How To Help , 2023). At the beginning of the intervention HC did not seem to understand the issue of his actions, however, once brought to light he did seem very optimistic and positive to complete his assessment and sessions. However, because the initial outlook from HC was that he did not believe he had an issue, as time went on, those sessions started to decline. Currently, there does not seem to be a sense of hope or hopelessness because HC does not believe his actions are detrimental. HC started playing video games as early as seven years old. His rapid increase of time spent online started after he unwillingly moved to the United States. HC struggled with learning the English language and was alone at home most of the time. He found himself unable to make friends and with a magnitude of time unsurprised he in return played video games. He found that making friends online was easier and unintentionally allowed him to avoid the feelings he was experiencing about moving. Although HC’s story about addiction is unique, many other adolescents experience these issues as well and become addicted to online gaming. “Following the release of the first commercial video games in the early 1970s, it took until the 1980s for the
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