Date Published: 15/09/2021
ARCHIVED - Researchers in Valencia study first worldwide case of minor hospitalised for video game addiction
ARCHIVED ARTICLE The young patient was hooked on ‘Fortnite’ and had to be admitted to a hospital in the Valencia region for two months
The widespread use of new technologies in daily life and leisure has brought to light the potential harms of inappropriate use of video games and the need for specialised treatment in those with signs of behavioural addiction.
These are the findings of a team of researchers from two hospitals and a university in Valencia who have completed an in-depth study of a minor, believed to be aged between 10 and 19, who has become the first adolescent in the world to be hospitalised for video game abuse.
The young patient was admitted to Castellón Provincial Hospital for two months after displaying symptoms of a “serious behavioural addiction to the Fortnite video game”, which included isolation at home, rejection of social interactions and refusal to seek help.
The researchers from Valencia’s Universitat Jaume I and Castellón's provincial and general hospital, added: “The decision which led to hospitalisation was also due to the patient's persistent personal inflexibility and complete disinterest in his environment.”
In addition, according to the youngster’s parents, the previously “highly academic” student's performance in day-to-day basic activities altered drastically, and he began frequently skipping school following the death of a relative.
The researchers are now suggesting that “video game addiction acts as a regulator of the intense distress caused by the loss of a family member, and the anxiety derived from the increased level of demand in the educational context.”
The treatment apparently requires an “intensive multidisciplinary approach”, working with both the patient and his family and, at the same time, the implementation of intervention strategies such as cognitive restructuring, development of personal skills, management of contingencies and establishment of daily guidelines.
“This has helped him to be able to appreciate the repercussions that the use of the video game was having on his daily life”, according to the research team, and “has allowed him to deal with the grief caused by the death of his relative and how the use of the game began as a refuge for his emotional discomfort.”
The results of the study suggest that a significant decrease in the use of screens – during the first phase of hospitalisation with supervision and only for contact with peers to promote socialisation – has led to an improvement in the young patient’s personal and social functioning.
As an outpatient, he will work on relapse prevention and the progressive return to studies, along with training in emotional regulation and communication skills.
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