_______________________________________________________________________________________________________________________________
2664 https://www.id-press.eu/mjms/index
ID Design Press, Skopje, Republic of Macedonia
Open Access Macedonian Journal of Medical Sciences. 2019 Aug 30; 7(16):2664-2666.
https://doi.org/10.3889/oamjms.2019.398
eISSN: 1857-9655
Neuroscience, Neurology and Psychiatry
Internet Gaming Disorder (IGD): A Case Report of Social Anxiety
Fachrul A. Nasution
*
, Elmeida Effendy, Mustafa M. Amin
Department of Psychiatry Faculty of Medicine, Universitas Sumatera Utara, Medan, Indonesia
Citation: Nasution FA, Effendy E, Amin MM. Internet
Gaming Disorder (IGD); A Case Report of Social Anxiety.
Open Access Maced J Med Sci. 2019 Aug 30;
7(16):2664-2666.
https://doi.org/10.3889/oamjms.2019.398
Keywords: Case Report; Internet Game Disorders;
Withdrawal; Internet Addiction; Social Anxiety
*Correspondence: Fachrul A. Nasution. Department of
Psychiatry Faculty of Medicine, Universitas Sumatera
Utara, Medan, Indonesia. E-mail:
nasutionfachruldr@yahoo.co.id
Received: 11-Jun-2019; Revised: 13-Jul-2019;
Accepted: 14-Jul-2019; Online first: 27-Aug-2019
Copyright: © 2019 Fachrul A. Nasution, Elmeida
Effendy, Mustafa M. Amin. This is an open-access article
distributed under the terms of the Creative Commons
Attribution-NonCommercial 4.0 International License (CC
BY-NC 4.0)
Funding: This research did not receive any financial
support
Competing Interests: The authors have declared that no
competing interests exist
Abstract
BACKGROUND: Internet gaming disorder (IGD) has been included in the 5th edition of The Diagnostic and
Statistical Manual of Mental Disorders (DSM-5). At present, many cases are encountered because of the
disruption of this internet game, including in various age groups. Internet gaming addiction is a common disorder
and often accompanies depression, hostility and social anxiety.
CASE REPORT: We found a case of anxiety disorder in people who play games on the network with the chief
complaint that they cannot sleep. A 28-year-old man, a Javanese tribe with a job as a builder who came with his
wife to the (Universitas Sumatera Utara) USU hospital psychiatric clinic. Experienced by the patient in about one
year.
CONCLUSION: From the above case, we report that internet gaming disorder occurs in all age groups and social
statuses.
Introduction
Internet gaming disorder has been recognised
by the American Psychiatric Association (APA) as a
temporary disorder in the latest fifth revision of the
Diagnostic and Statistical Manual of Mental Disorders
(DSM-5). To advance research on Internet Gaming
Disorder, APA has suggested further research from
various case study reports on nine Internet Gaming
Disorder criteria to investigate the clinical and
empirical feasibility needed. Online video games are
now widely considered to be activities that may be
associated with addictive behaviour, so the diagnosis
of Internet Gaming Disorder is now included in the
DSM-5 and ICD 11; but there is still debate about
some specific features of the disorder, one aspect of
which is debated is the time spent playing games.
Internet gaming disorders are defined by continuous
and repeated involvement with video games, often
leading to significant daily, work and / or educational
disruptions and has been suggested by America
Psychiatric Association (APA) as a tentative
psychiatric disorder that requires further study
(Diagnostic and Statistical Manual of Mental Disorders
(DSM-5) [1], [2], [3], [4], [5].
According to the DSM-5, Internet Gaming
Disorder is indicated by the support of at least five
core symptoms (from nine) in over one 12-month
period. More specifically, the diagnostic criteria of
Internet Gaming Disorder, including the following nine
clinical symptoms: (1) preoccupation with videogames
(i.e. "preoccupation"); (2) experiencing unpleasant
symptoms when playing videogames (i.e.
"withdrawal"); (3 ) the need to spend an increased
amount of time involved in video games (i.e.
"tolerance"); (4) failed attempts to control participation
in videogames (i.e. "lose control"); (5) losing interest
in past hobbies and entertainment as a result of, and
with the exception of, videogames (i.e., "surrender
from other activities"); (6) continue to use videogames
despite having knowledge of psychosocial problems