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Hc Addiction Case

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HC is a 16 year old Korean born adolescent that currently lives in the Untied States, as of 4 years ago. HC was referred for treatment by his mother as he has been exhibiting negative attitude, depression, and excessive use of the internet. HC initially had no interest in moving to the United States. However, his parents persuaded him to move wight both his mother and brother. Coming from a different country, he had difficultly speaking English. As a result he withdrew from his friends and found refuge in Internet gaming at the age of seven. Due to his lack of social interactions, his time spent on the internet rapidly increased. On average HC spends three to five hours on the weekdays and thirteen hours on the weekends engaging in internet…show more content…
It appears that this addition to Internet gaming has caused him to isolate himself with little to no interaction with members of his peer group. With this isolation, there is no apparent support for the addiction other than within himself. There is support from his family to get treatment for HC’s Internet gaming addiction, specifically his mother who initially referred him for treatment. HC has expressed his need to reduce his gaming, but find it difficult to reduce use during the weekend. There doesn’t seem to be any level of hopelessness, rather, I believe he has a positive outlook on…show more content…
Research started in 1983 aimed to discover how this addiction starts, the prevalence, as well as the risk factors associated with this behavior. “The studies on Internet gaming addiction in the new millennium reported prevalence estimates which vary significantly and range from 0.2% in Germany25,26 to 50% of Korean teenagers.” (Kuss, D. J.) In fact, South Korea views this addiction as a public health concern. So much so, that up to 24% of children diagnosed with internet addiction are hospitalized. As a growing number of studies appear, the psychological consequences are becoming better defined. These consequences include, “Sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and relationships, obsession with gaming and a lack of real-life relationships, lack of attention, aggression and hostility, stress, dysfunctional coping, worse academic achievement, problems with verbal memory, and low well-being and high loneliness.” (Kuss, D.
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