The hospital made the decision based on symptoms such as home isolation, rejection of social connections, lack of interest in the surroundings, and restricted activities.
A team from the Castellón Provincial Hospital, the University Jaume I, and the University General Hospital reported the world’s first clinical case of a kid who had to be hospitalized for two months for video game addiction while suffering from a serious addictive behaviors to Fortnite.
The symptoms that led to the decision to hospitalize the patient, an adolescent from the province of Castellón with severe behavioral addiction to Fortnite gambling, included home isolation, rejection of social interactions with refusal to seek health care, persistent personal inflexibility, little interest in their environment, and being very selective in their tastes and restrictive activities.
According to the UJI, he also showed alterations in the execution of fundamental activities of daily life, in carrying out the treatment given in the day hospital, and in the sleep pattern. He was a kid with an outstanding academic record. The family had seen an increase in school absenteeism, pauses in rest hours, and detachment from the course rhythm since the start of the course, which coincided with a change in class.
According to the UJI, the increasing use of new technologies in everyday life and recreation has highlighted possible harm from inappropriate video game usage, as well as the need for specialist therapy for those exhibiting symptoms of behavioral dependence.
This extreme was confirmed by a clinical case studied by an investigation team comprised of Silvia Márquez Arbués, from the Provincial Hospital; Carla Ramos-Vidal, T. lvarez-Nez, and Matas Real-López (Member of the Research Group on Child and Adolescent Mental Health) from the UJI and the Provincial Hospital; and Matilde Espinosa-Mata, from the UJI and the General
On the basis of IBECS, PubMED, PsyNet, PsycArticles, and Google Scholar data, the team performed a study of scientific literature on current behavioral addictions, especially the Fortnite video game. Following the examination, the specialists argue that video game addiction serves as a regulator of the severe discomfort produced by the death of a family member, as well as the anxiety created by the increasing degree of demand in the educational setting.
Treatment has necessitated an intensive multidisciplinary approach based on a cognitive-behavioral approach, working with the patient and their family while also implementing intervention strategies such as cognitive restructuring, personal skill development, behavior modification, and the establishment of daily guidelines.
This allowed him to confront the sorrow of his relative’s loss “and how the use of the game began as a sanctuary for his mental pain.”
The results reveal a considerable reduction in the use of screens (in the initial phase following hospitalization, with supervision, and only for interaction with peers to encourage socializing), as well as an improvement in the patient’s personal and social functioning.
The study’s specialists warned of the necessity to pay attention to the conduct of minors, among whom its use has grown common due to “the rising precocity in its consumption,” mostly due to “the lack of maturity of the executive and cognitive processes in adolescence.”