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The Case Study Of Behavioral Therapy Intervention In College Students' Online Games Addiction

Posted on:2019-07-24Degree:MasterType:Thesis
Country:ChinaCandidate:J H LiaoFull Text:PDF
GTID:2417330569496363Subject:Social work
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With the continuous advancement of science and technology,the development of the Internet industry has gradually matured and the online game market has grown stronger and stronger.The rapid development of online games not only promotes the rapid development of the social economy,but also brings its by-product online game addiction,that is,online game addiction.Today,the Internet has become an integral part of college students' daily life.The success of online games has attracted the participation of college students.Some college students who participate in online games are unable to extricate themselves from indulging in online games,which has a serious negative impact on their learning and living.At present,most of the interventions related to online addiction are based on the sociological point of view at the macro level.These studies are not sufficiently detailed at the practical level,and specific operations may be difficult.This study is based on the review of domestic and foreign literature related to online game addiction,focusing on case participation services for online game addiction cases.Throughout the service activities,the concept of a behavioral treatment model was complemented by professional social work methods and service skills,and a total of six services were provided to the client.In the early stage of the activity,the case was dealt with by the helper looking directly at the problem of addiction to online games and sorting out the harmful consequences.The behavioral regression method was then used to allow the owner to gradually ease the non-adaptive behavior.In the middle of the activity,behavioral treatment techniques were used to reconstruct online game cognition and behavior,jointly formulate specific plans for resolving the level of addiction to online games,and formulate learning plans based on the case's academic aspirations.At the end of the campaign,help the client establish a family support system and encourage the client to express real ideas.The final intervention service reached the expected goal.The case was successfully passed five make-up exams,and the average daily online game time was controlled within 2 hours.It also planned and worked for his university life.Finally,according to the case involved in the service of summary and reflection,and summed up the prevention and correction of college students online games addiction problems and measures to reduce their dependence on online games,and promote their healthy and happy growth.
Keywords/Search Tags:behavioral treatment model, online game addiction, college students
PDF Full Text Request
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