_______________________________________________________________________________________________________________________________ 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