背景:在实际的《精神障碍诊断和统计手册》(DSM-5)中,在线或互联网游戏障碍(IGD)目前未被视为精神障碍,虽然它是一种新出现的疾病。非物质相关成瘾通常与物质成瘾有相似之处。因此,重要的是对客户有很好的了解,但也要有良好的耐力。由于电子竞技的兴起,有一个预期的趋势,因此可能有更多的患者患有非物质成瘾。有很多相似之处,例如公差,撤退和社会问题,这是由于在互联网上花费的时间越来越多。病例介绍:为了减少治疗IGD患者的可能抑制作用,我们介绍了一例19岁的青少年男性,他表现出IGD,并表现出与其成瘾相关的社会问题.结论:本文显示了认知行为疗法(CBT)治疗非物质成瘾的重要性和效果。在成功应对成瘾之后,经常报道成瘾的几种变化。在这种情况下,没有班次报告。没有这种转变使我们的案例成为一个独特而独特的案例。这不是多发病案例,这就是为什么我们认为这是一个很好的例子来展示我们所取得的成就,我们是如何实现它的,以及我们可以建立的东西。当然,迫切需要更多的研究和手册。
Background: Online or internet gaming disorder (IGD) is currently not recognized as a mental disorder in the actual Diagnostic and Statistical Manual of Mental Disorders (DSM-5), although it is an emerging disease. Non-substance-related addictions often have similarities with substance addictions. It is therefore important to have a good understanding of the client but also to have a good endurance. Due to the rise of e-sports, there is an anticipated and therefore possible trend to have many more patients with a non-substance addiction. There are many parallels, for instance tolerance, withdrawal and social problems, resulting from an increasing investment of time spent on the internet.
Case presentation: To reduce possible inhibition in treating a patient with IGD, we present a
case of a 19-year-old adolescent man who exhibited IGD and showed social problems associated with his addiction. Conclusions: This paper shows the importance and the effects of treating a non-substance addiction with cognitive behavioral therapy (CBT). After having successfully coped with an addiction, several shifts in addiction were often reported. In this
case, no shifts were reported. The absence of such shifts makes our
case a distinct and unique
case. This is not a multimorbidity
case, and that is the reason why we think this is an excellent example to show what we achieved, how we achieved it, and what we could establish. Of course, additional research and manuals are urgently needed.