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Field Practicum Report

on
Gaming Addiction in Youth Community: Rural Bangladesh
Course No: (802) Field Practicum
Field Placement: Community Based Field Work
Field Community/Village: Talshar, Union: 5 no. Shamkur Union
Upazila: Maheshpur, District: Jhenaidah
Duration: 10 August to 18 September, 2021
Total Working Days: 40 Days

Institute Supervisor
Md Tawohidul Haque
Assistant Professor
Institute of Social Welfare and Research
University of Dhaka

Submitted by
Tanvir Reza
Class Roll: 111
Exam Roll: 511
BSS 8th semester
Session: 2016-17

INSTITUTE OF SOCIAL WELFARE AND RESEARCH


UNIVERSITY OF DHAKA
Field Practicum Report
on
Gaming Addiction in Youth Community: Rural Bangladesh

Submitted by

Tanvir Reza
Class Roll: 111
Exam Roll: 511
BSS 8th semester
Session: 2016-17

Institute Supervisor

____________
Md Tawohidul Haque
Assistant Professor
Institute of Social Welfare and Research
University of Dhaka

Institute of Social Welfare and Research


University of Dhaka
Table of Contents
Chapter One: Community Based Field Practicum in Social Work................................................................1
1.1 Introduction.......................................................................................................................................1
1.2 Concept of Field Work.......................................................................................................................1
1.3 Objectives of Field Work....................................................................................................................3
1.4 What is Community Based Field Work?.............................................................................................4
1.5 Nature of Community-Based Field Work...........................................................................................5
1.6 Objectives of Community Field Work................................................................................................5
1.7 Description of my Community...........................................................................................................6
1.8 Demographic Information of my Community....................................................................................7
1.9 Resources of my Community.............................................................................................................7
1.10 Challenges of My community..........................................................................................................8
1.11 Suggestions for Solving these Problems........................................................................................10
Chapter Two: Literature review.................................................................................................................11
2.1 Gaming Addiction............................................................................................................................11
2.2 Causes of Gaming Addiction............................................................................................................12
2.3 Game addiction diagnosis................................................................................................................13
2.4 Theoretical Context.........................................................................................................................14
2.5 Consequences..................................................................................................................................15
2.6 World perspective...........................................................................................................................17
2.7 Bangladesh Perspective...................................................................................................................17
2.8 Gaming Addiction in Rural areas......................................................................................................18
Chapter Three: Case Profiles.....................................................................................................................20
Case no-1...............................................................................................................................................20
Case no-2...............................................................................................................................................24
Case no-3...............................................................................................................................................27
Case no-4...............................................................................................................................................31
Chapter Four: Findings and Analysis..........................................................................................................35
Conclusion.............................................................................................................................................37
References.................................................................................................................................................38
Acknowledgment
Social work education aims to provide individuals interested in social work with information,
knowledge, and skills. Theoretical knowledge and fieldwork experience are inextricably linked.
That is why the theoretical course of social work incorporates practical learning. As a result,
practical training is critical and vital for social welfare and research students. Fortunately, as an
institute student, I was able to participate in practical training. I am delighted I had the
opportunity to convey my gratitude and appreciation to everyone that aided and inspired me in
completing my fieldwork and fieldwork report.

This fieldwork experience was conducted as part of the requirements for an honors degree in
social welfare at the University of Dhaka's Institute of Social Welfare and Research. To complete
my field practicum, I was supposed to work with any troublesome groups or individuals in my
town.

To begin, I would want to express my gratitude to Almighty Allah. Then, I would like to express
my heartfelt thanks and appreciation to my honored supervisor, Md Tawohidul Haque, for his
unflinching support, many directions, encouragement, and practical discussion in completing my
fieldwork and report writing. Without his academic instruction, I would have been unable to
complete my fieldwork and create comprehensive filed work reports.

I want to express my most remarkable homage to all of my group mates who were with me for
their support, co-operation, and assistive attitude, which made my journey so enjoyable. Finally,
I would like to pay my heartiest greetings to all my clients and their parents for their most
excellent co-operation and inspiration.
Preface
Social work is a career founded on methodical knowledge and abilities in human relations that
assists individuals or groups in achieving social and personal fulfillment and uniqueness. Filing
work is a critical component of social work education. Historically, fieldwork has been viewed
as the primary means of providing pupils with the opportunity to integrate information, value,
and skill. To be a professional social worker, one must possess both theoretical and practical
expertise.

Social work practice is the application of social work knowledge and skills to directly assist
societies in providing social services following social work values. Fieldwork is a term that
refers to practical work in a field or area. Thus, fieldwork is a unique synthesis of academic and
practical knowledge that serves as a bridge between individuals to tackle psychosocial and other
complicated problems. As a result, field practicum is required as part of the social work
education curriculum, and I was allocated to my community. When it comes to earning
professional recognition as a social worker, there is no substitute for fieldwork. I have learned
about the roles and responsibilities of personal and professional life through my field practicum.
Field practicum is just as crucial for social work students as laboratory learning. It teaches
students how to apply diverse social work ideas and principles in practical practice. In addition,
field practicum is critical for social work students to strengthen their skills in conjunction with
theoretical understanding.

It gives me great pleasure to submit a report on fieldwork undertaken in my community. This


report is the conclusion of my efforts and information gained throughout my field practicum. I
have attempted to fulfill my responsibilities while working in the community, and this report will
serve as a guide for my academic education. I have done my utmost to work diligently and
punctually. Furthermore, I have always attempted to be truthful and committed to my assigned
responsibilities. Finally, I would want to state that my sector will prosper if this report benefits
students, researchers, social workers, and others.

Tanvir Reza
BSS (Honors) 8th Semester
Class Roll: 111
Exam Roll: 511
Reg. No: 2016-616-675
Session: 2016-17
Chapter One: Community Based Field Practicum in Social Work
1.1 Introduction
Social work is a professional and academic discipline that seeks to improve the quality of life
and wellbeing of an individuals, groups and community by intervening through research, policy,
community organizing, direct practice, and teaching on behalf of those afflicted with poverty or
any real or perceived social justices and violations of their human rights. On the other hand,
Social work is the provision services designed to aid individuals singly or in-groups in coping
with present or future social and psychological obstacles that prevent or is likely to full and
effective participation in society.

Every profession has its knowledge and practice on the basis of which the professionals of that
profession engage them in human service and on the basis of their knowledge and educational
activities. In the same way social workers have to practice social work on the basis of social
work educational activities. Field work is an integral part of the social work education.
Historically the profession of social work has considered field work a primary means of
providing student opportunity to acquire knowledge value and skills. Simply we can say field
work refers the process or approach in which social knowledge, value, principles and other social
work-related discipline are exercised in the arena of social service welfare and sustainable
development.

1.2 Concept of Field Work


Social work practice consists of the professional application of social work methods, values,
principles, and techniques to one or more of the following ends, helping people obtain tangible
services; counseling and psychotherapy with individuals, families, and groups; helping
communities or groups provide or improve social and health services; and participating in
legislative processes. (Moorthy, 1990) The practice of social work requires knowledge of human
development and behavior; of social and economic, and cultural institutions, and of the
interaction of all these factors. Fieldwork education is one of the most important parts of social
work education. Without this knowledge professional learning of social work will not be
completed.

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Momen has said that, “Field work program is designed to help and guide a student to develop
his/her skill and competence, independent professional functioning and carrying out appropriate
responsibilities”. (Momen 1996)

In the words of W.A. Friedlander- “Fieldwork is designed to integrate the academic knowledge,
practical understanding and personal skills of the student by personal contact and to direct the
clients”. (Friedlander, 1982)

According to International Encyclopedia of Social Science, “Field work comes to mean learning
as do as possible to speak, think, see, feel and act as a member of its culture and at the same
time, as a trained social scientist from a different culture.”

International association of social workers has defined field work as a work in real environment
practical work, study, or research carried out in the real world away from the desk.

Field work in social work education means any kind of practical experience in a social
organization or agency, if this experience deliberately arranged, for the education of the student
who are undertaking the courses partly or wholly designed for those who intended to become
social worker”.

Major characteristics of fieldwork are –

Fieldwork is an educationally sponsored attachment of social work Student to an institution,


agency or a section of the community

 Fieldwork helps the students to extend their knowledge, understanding and experience
gathering

 Fieldwork helps the student to realize the theories, methods, and principles of social work
in practice.

 Fieldwork helps the students to become familiar with real social work practice.

 Fieldwork enables students to apply and integrate previous learning and current learning.

From the perspective of the above discussion, it can be said that Fieldwork is the science of
practice in where students can relate academic theory with social work practice and they can

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solve the problems of silent through the application of social work methods. So, fieldwork
education is a mandatory and integrated part of a learner for being an expert social worker.

1.3 Objectives of Field Work


Field work provides students with genuine experiences in applying social work methods and it
enables them to become familiar with the real work practice. The major objectives of the field
work are to provide planned observations and practical demonstration in the selected fields of
social work which are being analyzed in the classes.

R.R Sing in 'Field work in social work education' has mentioned the following objectives:

 To offer purposeful learning experience to students through interaction with life


situations under supervisory guidance for professional growth in terms of knowledge,
skills, and attitudes.
 To foster attitudes in the student towards professional self-development, increasing self-
awareness appreciation of both capacities and limitations.
 To develop in the student the required skills in helping the needy through organizational
work, use of social work methods, that is, listening, participating communication and so
on. And
 To enable the student to develop and deepen capacity to relate theory to practice and also
to relate experience to theory.
 Making contribution for getting student acquainted comprehensively with all types of
social work profession
 Creating a due environment to make students self-consciousness.
 Along with studies the attitude and the skill of the students should have a balanced
display in the classroom.
 Making opportunities available to the students to apply social work methods and be
experienced.
 Taking necessary steps so that students can acquire primary experience of social work
profession.

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1.4 What is Community Based Field Work?
A community is a group of people living together with a geographical area sharing common
interest of life and processing certain social institution help them to meet their basic needs. In the
social work perspective, communities are entities in which citizens can organize or be organized
to address mutual concerns and improve their overall quality of life.

Community social work approach is based on the needs of the community and on the
empowerment of its members. It seeks to develop more local participation in determining the
nature and style of provision of social work services for the community.

The organizational features of community social work practice include an emphasis on the
importance of working with people in their informal networks and the empowerment of
individuals and communities (Hadley and Leidy, 1996)

Community Field Work is a process of applying the knowledge based on the community social
work in social work discipline. Community field work involves understanding the power
dynamics and social relations that govern the relationships between various structures and
diverse communities and working to achieve social justice through structural change.

Community-based fieldwork includes placements of students with different organizations


(mostly voluntary) that work on different issues in the society, or in communities directly. The
students are usually placed in an open community for a certain period of time so that they are
able to develop skills. To provide purposeful learning experiences of working in real life
situations in which social work interventions may be required by individuals, groups, and
communities.

A field worker can play a different role in community development. Such as -

 Problem identification
 Conducting research activities
 Leading administrative and organizational activities
 Coordinating activities
 Educating activities
 Consultation and motivation activities
 Proper guiding activities
 Establishment fund for development activity
 Valuative action
 Awareness builds up activities

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So, field practitioners or social workers who practice from a community development or
community organizing perspective attempt to address the systemic issues that create social
problems and try to solve these.

1.5 Nature of Community-Based Field Work


Field work blends theory with practice, combines philosophy with action, and integrates the
understanding about people with methods of helping them. Thus, field work is learning through
doing. The community-based field work is the core of field work training. It indicates the process
of simultaneous, systematic, synchronized and cumulative acquisition of knowledge, skills and
values for professional competence. Community based field work provides the student an
opportunity to translate class room learning into practical skills. Through guided practice the
students develop professional ways of reaching out to the needy. The students are placed in
selected welfare organizations or in their community that have well defined practice training
programme, and is willing to provide facilities for the training of students. In community-based
field work there may be only one supervisor (institutional supervisor). In community-based field
work there are no hard and fast rules and regulations students can choose their field according to
their wailings.

1.6 Objectives of Community Field Work


The objectives of Community Field Work are mentioned below:
1. To apply social work knowledge and skill in community level.
2. To acquire knowledge about a community.
3. To identify the problems and resources of a community.
4. To know about government, non-government organizations and their services in the
community.
5. To know about the community's ability to deal with natural disasters and calamities.
6. To identify the strengths and weaknesses of the community.
7. Helping the client in community to accept the services on the basis of community social
work.
8. Gathering ideas and knowledge about community associations, organizations and those
activities.
9. To know about the community's vulnerable population.
10. Utilizing the social work knowledge at the most fundamental level.

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11. To ensure overall development of the community.

1.7 Description of my Community


As I'm living in a village, my village is my community. My village name is Talshar which was
previously called Shredharpur later named as Talshar, where I was born and brought up. Literally
it's a rural community and cut off from city area very close to Indian Border. It’s a very ordinary
village in Bangladesh. It is situated in the Jhenaidah district. It is a part of the Khulna Division.
The famous river Isamoti flows down at the western side of our village.

Most of the house of our village are made by wood and tin-shed. But recently we can see here
some concrete building. Our village is very close to Indian border and being close to the border
the rate of smuggling is increasing here. Due to its geographical proximity to border the
availability of drugs are much more in our village thus most of the people specially the teenage
people becoming addicted day by day. However, most of the people of my community are
farmer. Rice and Jute are two main cultivatable crops in my community. There is also a big lake
in the western side of my village and many people are live by fishing thus fishing is also another
occupation in our village.
Figure: Map of my Community

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1.8 Demographic Information of my Community
Actually, there is no authentic source of demographic information about our village. As our
village is a part of Shyamkur Union. Here is the overall demographic information about our
village from Bangladesh population and housing census report 2011:

 Total Area : 1122 Acres


 Number of households : 823
 Total Population : 3242
 Male : 1586
 Female : 1582
 Literacy rate : 46.4%
 Religion : Islam and Hinduism
 Language : Bangla

1.9 Resources of my Community


 Communication System: The communication system in our village is fairly good. We
have a narrow-paved road there. That road has been connected with the Jhenaidah district
highway. Union Parishad is 2 KM far from our village and Jhenaidah district city is 56
KM far from our village. We can go to our Upazila and district city easily through Bus,
Autorickshaw and Bike.

 Education system: Most of the people especially older people in the village are not
educated, but they are focusing on education now. The young generation is being
educated. We have a primary school, a dhakhil Madrasah, a High School in our village.

 Medical services: There is a community clinic in our village. It serves free treatment and
medicine service. It is only available from 10am to 2pm in office day. There is also some
pharmacy in local market where people can buy medicine. There is a health complex
situated in Upzilla parishad which is 18 km away from our village.

 Ways of Living: Most of the people are farmer in this village and they depend on
agriculture. They grow crops and sell them; it’s their major living way. Most of the
farmer of our village grow rice, pluses and other green vegetables. Fishing is also a
popular occupation in our village. There are also teachers, traders, service holders,
manual laborer etc.

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 Culture: Almost all people of the village are Muslims. There are 4 mosques in our
village. Most of the people trying to follow the rules and regulations of Islam. Eid-UL-
Fitr, Eid-Ul-Azha, Pohela Boishakh are the major festivals of our community people.
They also observe victory day, Independence Day and International mother language day.

 Other Resources: We have electricity for about 24 hours in households. But we face
minor power-cuts some times. Besides many families uses solar energy for electricity.
There is also cable TV network, broadband line, Wi-fi, gas, and supply water services.
There is also two small local market in the village named. People buy their daily
necessaries from the market. The whole village is now under 3 community UBNT router
which is connected by broadband internet connection 24 hours. People can access
internet facility from any where in the village.

 NGOs Activity: There are many Non-governmental Organizations (NGOs) working here
such as BRAC, Grameen Bank, HEED Bangladesh, Plan Bangladesh, Safe Bangladesh
etc. These NGOs arranges different kinds of educational and awareness program in our
community. Grameen Bank, Heed Bangladesh, ASA provides microcredit to our
community people. BRAC provides training on agriculture and farming. Plan Bangladesh
and Safe Bangladesh help villagers in increasing awareness in family planning and other
important issues.

1.10 Challenges of My community


There are a number of serious problems being faced by our villagers.

 Smuggling: Being located next to the border area, drugs were readily available in our
village. Many people are associated with cow and drugs smuggling and the number is
increasing day by day. Gambling and different kinds of addiction rate are increasing
in my community.

 Social Prejudice: Social prejudice are common for the rural people. As I am living in
rural community there are also available many kinds of social Prejudice such as
misinterpretation of religion, child marriage, polygamy, ignorance of woman
education. Many people think that woman education is not necessary. Lack of
Education is the main cause of these kind of prejudice.
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 Poor cell phone network and internet access: Cell phone network coverage is very
poor in our village. People don't have proper internet access for poor network
connection. There is poor flow of 3G and 4G service. In the Covid-19 period,
education system has been paralyzed. Many educational institutions organize online
class but students can't attend the class properly because of low internet connection.

 Poor Infrastructure: There is no planned infrastructure in our village. There are


many agricultural lands are losses every year for making unplanned residence house.
There is not enough developed road and culvert in our village. Sanitation system is
not good in our village.

 Lack of Education: Though literacy rate is pretty high in our district, still education
is great concern for our village. There is no standard educational institution at higher
level in our village. Students have to go far away for higher education.

 Poor medical services: There is only one community clinic available in our village
which serves free treatment and medicine only for 4 hours in office day. There is no
well facilitated hospital in our village. For any problem we have to go to our district
level hospital.

 Poor communication system

 Child marriage

 Child Labor

 Unemployment problems

 Extreme poverty

 Village politics

 Village conflict

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1.11 Suggestions for Solving these Problems
We can solve these problems with the resources available in our community. We also need the
support of government and Non-governmental Organizations. Probable Solutions are mentioned
below-

 Remove All kind of Social Prejudice: By ensuring education for all people, we can
reduce social Prejudice. We need to make awareness building program against all kinds
of social prejudice. We need to stop misinterpretation of religion by the religious leaders.

 Ensure Planned Infrastructure: Government and local authority should take initiative
to ensure planned housing in in the village so that agricultural land cannot lose. Road and
culvert should be built in properly without any kind of corruption so that it can be durable
for long time. These roads should be repair regularly.

 Better Healthcare Facilities: We have to ensure better health care facilities in our
village. We need to establish clinic and hospital in our village or Union. Government
needs to appoint more doctor and nurses.

 Establish Recreational center and playground: We need to construct recreational


center or recreational club in the village. People need to organize recreational ceremony
and sports day at school college and Madrasah. We need to arrange celebration of
national day like victory day, Independence Day, International mother language day. We
also need to establish playground for sports and physical exercise.

 Ensure proper network coverage: Establish network tower in the village. 3G and 4G
service should be distribute properly in rural areas. BTRC need to ensure internet access
for all people. We have to ensure abuse of internet of young generation.

 Reducing village politics and village conflict: We need to mitigate all kind of village
conflict and solve village politics from my community.

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Chapter Two: Literature review
Recently, the popularity of smartphones and internet are increasing, the overuse of those tools
and addiction have become significantly global as we as social issues. Gaming is one of the main
causes of smartphone or computer addiction among teenagers between the ages of 10 to 19
(Wang & Sheng, 2019). Some online games (such as Free Fire, PUBG and clash of clans) are
very popular nowadays, especially among school and college going students. Since the outbreak
of the COVID-19 pandemic, the heightened risk of school closures and stay-at-home mandates
and quarantines related to the coronavirus (COVID-19) pandemic has led to greatly increased
participation in online gaming, the adolescents are particularly vulnerable to developing internet
gaming disorder (Müezzin, 2015). World Health Organization officially voted to include
"gaming disorder" as a behavioral addiction (WHO, 2019).

2.1 Gaming Addiction


The activity of play has been ever present in human history and the Internet has emerged as a
playground increasingly populated by gamers. However, there is evidence that when played to
excess games in some instances it can be addictive, especially online video games where the
game never pauses or ends, and can be played at any time of the day (MILLER, 2018).

Gaming addiction refers to a persistent and maladaptive pattern of video game playing behavior.
Game addiction is often regarded to be a type of technological addiction, meaning that the
technology and more extensively as a form of problematic behavioral change following
excessive use, obsessive and compulsive disorder, and loss of control (Panova, 2018).

Addictive behavior refers to a persistent and uncontrollable urge to consume a substance or


engage in an activity that results in significant personal harm and interpersonal conflict for the
user. Thus, game addiction is often said to be present when individuals have completely lost
control over their game playing and their behavior has had a detrimental effect on all aspects of
their lives, and compromises their job and/or educational activities, interpersonal relationships,
hobbies, general health, and psychological well-being (Potenza, 2020). Furthermore, studies
suggest that individuals with problems related to video game playing display less social
competence (Festl, Scharkow, & Quandt, 2016) higher levels of physical aggressiveness
(Griffiths, 2010), and less empathy (Parker et al., 2008). Longitudinal studies suggest that high
impulsivity, low capacity for empathy, and low social competence predict later development of
gaming disorder (Gentile et al., 2011).

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2.2 Causes of Gaming Addiction
Temporary Escape from Problem

You are so stressed out can barely think. You are worrying about how you performed on an
exam, whether or not your friends are sincere, if you made the basketball team you have been
training for the last six months for, or are simply just too taxed to do anything productive. At this
point in time, many will do something else to help take their mind off their current plights. For
some, that something is reading. For others, it is drinking. Now, in our current generation, this
list has expanded to include another method of finite escape, video games (Austin, 2014). Many
adolescents were found to use gaming as a form of escape from stress (Yee 2006a).

Social activity

Children need to talk  to each other, to have conversations, to get out into the world. That’s  how to
make friends, parents assert. They fondly recall long conversations on the phone, learning to
work together by competing in sports. Children and teens are spending more and more time
playing video games online with their friends. For most, this is a positive experience, allowing
them to communicate with others even when they are unable to physically be with them
(Fieshman, 2012). when you are at home playing games with your friends online. Not only
that, but games offer a clean slate on the social ladder. Games are social because it can play
with friends while talking in real time and connect with them in virtually. When this social
activity become hobby people want to do it more, they find it fun and become motivated to
do it (Rathee, 2019).

Mission and Sense of Purpose

Gaming provides a sense of purpose, a mission, a goal to work towards. This is an


achievement paradigm, achievements multiply the opportunities to experience success
(Adair, 2013). Gaming provides a clearly defined goal about what to do throughout the
game which increase gamers engagement in gaming activity (Rathee, 2019).

Reward and Rank

In modern games, players are rewarded as their rank rises level by level. There are achievements,
and the more you play, the higher your rating will rise. These factors encouraged gamers to
increase their gaming activities (Rathee, 2019).

Live in Fantasy

Games provide an opportunity to be a hero in virtual life which maybe be impossible in real
life. They could be who they wanted to be, nobody knew their history, and they were judged

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based on their ability to play the game and not on their current social standing (Adair,
2013).

Initial Investment

The traditional way of playing sports is through outdoor games. Regardless of gender or
age, online gaming is always faster and more enjoyable. It takes less time than outdoor
games. Characters, locations, activities, and looks may all be customized in virtual games,
allowing you to control Rather over the game. Video games aren't made to burn a lot of
calories. Times have changed, and an increasing number of children choose to spend their
time indoors on their computers, exploring virtual worlds of video games. (FazlulHaq, 2018).
Playing outdoor activities requires a significant initial investment, but playing video games
requires a far lesser initial investment, therefore adolescents will prefer to play video games over
outdoor games.

Habit of Addiction

Video games affect the brain in the same way as addictive drugs: they trigger the release of
dopamine, a chemical which reinforces behavior. For this reason, playing video games can be an
addictive stimulus. These facts indicate that addiction to video games may be possible
(Bezrutczyk, 2021). Habits are triggered by association, by spending excessive amount of time in
gaming it becomes a habit of addiction of the gamers so when they finished their study or work,
they are triggered to play games.

2.3 Game addiction diagnosis


Diagnosis is a form of judgment about the exact character of the problem (Cambridge Academic
Content Dictionary, 2009). Diagnostic criteria for gaming addiction are based on personality
traits, psychological symptoms, and social signs. Research suggests that five factors of
personality traits such as time spent, compulsivity, daily life interference, craving, and sleep
interference are closely related to gaming addiction (Pavia et al. 2016). At the second point,
focusing on the psychological issues, several pieces of research detect the feeling of frustration,
feeling of loss, inappropriate use, and conflict with other activities as the symptoms of behavioral
addiction (Walsh et al. 2008). Thirdly, pointing out the social symptoms, preference for online
social interaction (Lee et al. 2012), companionship and communication motives (Sofiah et al.
2011), relationship immediacy (Perry and Lee 2007).

Besides, as part of DSM-5, gaming Addiction is constituted with five symptoms—disregard of


harmful consequences, preoccupation, inability to control craving, productivity loss, and feeling
anxious and lost. Persistent and recurrent use of the Internet to engage in games, often with other
players, leading to clinically significant impairment or distress as indicated by five (or more) of
the following in a 12-month period:

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1. Preoccupation with Internet games. (The individual thinks about previous gaming
Activity or anticipates playing the next game; Internet gaming becomes the dominant
Activity in daily life).
2. Withdrawal symptoms when Internet gaming is taken away. (These symptoms are typically
Described as irritability, anxiety, or sadness.)
3. Tolerance—the need to spend increasing amounts of time engaged in Internet games.
4. Unsuccessful attempts to control the participation in Internet games.
5. Loss of interests in previous hobbies and entertainment as a result of, and with the exception
of, Internet games.
6. Continued excessive use of Internet games despite knowledge of psychosocial problems.
7. Has deceived family members, therapists, or others regarding the amount of Internet
Gaming.
8. Use of Internet games to escape or relieve a negative mood (feelings of helplessness,
Guilt, anxiety).
9. Has jeopardized or lost a significant relationship, job, or educational or career opportunity
Because of participation in Internet games.

Those factors denote why and how gaming addiction emerges. Kim et al. (2014) develops a
model that is composed of four prime factors such as disturbance of adaptive functions (social
trait), virtual life orientation (personality trait), withdrawal, and tolerance (psychological traits).

2.4 Theoretical Context


From the theory of compensatory Internet use, escapism through videogames is one of the major
causes of addiction towards video game. Players who frequently used video games to escape real
life may constitute a coping strategy that is sometimes helpful but, in some cases maladaptive
and eventually lead to functional impairment (Deleuze et al., 2019). Kardefelt-Winther (2014a,
2014b) proposed the theory of compensatory Internet use, derived from Young's assumption
(1998), that online activities, such as videogaming, may fulfill individual needs unachieved in
real life. According to this theory, spending time online can help to alleviate a problematic
situation and fulfill certain needs, but at the cost of potential negative outcomes. From this
perspective, the various motivations underlying online behaviors and their relations to
psychosocial well-being are key to understanding when gaming constitutes a nonproblematic
leisure activity or a potentially problematic behavior (Billieux et al., 2015; Shen and Williams,
2011).

The study has been based on the recent theory of polymedia in order to better understand the
effects of digital media and gaming addiction on interpersonal interactions.

The polymedia captures the emerging environment of communicative opportunities with the help
of its technological convergence, diverse internet applications, and network connectivity
(Madianou, 2014). In this connection, Castells’ network theory stresses the role of the internet-

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based network in a changing system of interconnections and nature of sociability that is basically
caused by the logic embedded in the communication network (Castells, 2004). As an original
form, Putnam (1995) weighs social capital in terms of bonding and bridging social capital of
which bonding social capital comprised of emotional support, access to scarce resources ability
to mobilize solidarity, and out-group antagonism (Putnam, 2000). The effects of technological
change that not only privatizes our leisure time but also reduces the participation in social,
recreational, and community activities among people of all ages, which in turn results in
deterioration of social capital (Putnam, 1995).

2.5 Consequences
In the clinical understanding, problematic online gamers spend most of their time playing games
(Porter et al., 2010). Although the amount of time spent on gaming is not predictive on its own,
problematic gamers typically play much more than casual gamers (Griffiths, 2009). When they
cannot play, they think, fantasize, and/or daydream about gaming instead of doing their usual
daily activities. They may even dream about games and game playing (Porter et al., 2010). The
activity gains a compulsive quality; namely, the player misses gaming, and as the feeling gets
more intense and inner tension arises, the player gets restless, irritable, and moody (Griffiths,
2009). In the most extreme cases, the increasing inner tension may turn into aggressive behavior.
To decrease this unpleasant feeling, the gamer continues to play on and on (due to tolerance) in
ever-increasing amounts (Hussain & Griffiths, 2009). Such individuals are typically unable to
control the activity, and recognize that it causes problems in their lives (Porter et al., 2010).
Should they manage to quit, they typically restart the activity sometime later (relapse) with the
same intensity (Griffiths, 2009).

Problematic gamers gradually lose interest in other recreational activities and start neglecting
their everyday obligations, which leads to poorer educational and/or professional performance
(Chappell et al., 2006). The game becomes the absolute priority that usually leads to
interpersonal and intrapersonal conflicts. As a result, their real-life relationships may deteriorate
and/or come to an end (Griffiths, 2010), and these players can become lonely (Kim & Kim,
2010). To avoid conflicts, some players lie about their online activities and/or about the amount
of time spent on gaming (Griffiths & Meredith, 2009). In addition to psychological symptoms,
somatic symptoms can also be observed in the case of problematic online gamers. These extend
from ignoring basic biological needs such as eating, sleeping, and personal hygiene (Griffiths &
Meredith, 2009) to different health problems such as gaining or losing weight, dry or strained
eyes, headaches, back aches, carpal tunnel syndrome, repetitive strain injuries (RSIs), and
general fatigue or exhaustion (Griffiths & Meredith, 2009).

Students are addicted to the games which has greater impacts on their primordial social relation
as well as bonding social capital, addiction weakens attachment to their family, close friends, and
relatives. Digital intimacy ruins the appetite for genuine intimacy. People lose their need for
significant attachment with their family, which can erode the relationship between them and their

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family. Specifically, the internet gaming disorder (IGD) reduces emotional sharing, interior
intimacy, and responsibility toward the nearest one, but these adverse effects are highly predicted
by the adaptive dysfunctions as social symptoms and by the psychological state of feeling panic
and anxious without playing games (Hui et al. 2019). The absence of control towards the access
of gaming activities by children and adolescence may trigger their aggressiveness, anxiety,
impulsivity, and decreasing academic achievements (Hui et al. 2019).

Video game dependency was accompanied by increased levels of psychological and social stress
in the form of lower school achievement, skipping responsibilities and duties, for example,
schooling, reduced sleep time, limited hobbies, and increased suicidal thoughts. In extreme
cases, there have been case reports of self-harm and suicide, among the gamers who have been
asked by their parents to stop playing the game. The list of suicides due to addiction to online
games is getting longer and longer.  

Some studies have shown that gaming disorders can be accompanied by mental illnesses such as
anxiety, depression and severe stress. The tendency to have a gaming disorder with bipolar mood
disorder has been more prevalent. Behavior changes based on gaming addiction behavior will be
aggressive. Sometimes there is a tendency to commit suicide or to injure or kill others.

Parent child conflict

Only a few studies which involving parents have examined the frequency of conflicts with their
children and even fewer have explored the issues in depth.
Conflicts between parent and child could arise due to differences in perception and expectations
about game play. Gamers experienced conflicts with the people around him or her in regarding to
their game play. Parents had frequently experienced conflicts with their child because of gaming
issues with regard to such issues as buying games and amount of time to play. Parents and
children often hold different views and opinions about digital games, such as the appropriateness
of game content, gaming habits and other real-life priorities, leading to different benchmarks
about playing digital games and amount of parental mediation (nikken & jansz, 2006).
Moreover, parents who have a negative view about the effect of games tend to restrict their
children’s gaming time more, especially if they thought that their child is spending too much
time on playing games instead of participating in other more socially beneficial activities (skoien
& berthelsen, 1996). Most of the Parents wants to give a particular amount of gaming time to
their children, how he played the game was of little interest to them. The children had to stop
playing when their time was up. In contrast, the children determined the amount of time they
required based on “task-bound reasoning”, as he wanted to complete the task before stopping the
game (aarsand, 2007). Although the majority of students did not have conflicts, a handful of
them have often experienced unhappiness with their parents over playing of games, especially
when their play was interrupted, affecting their gaming progress, for example, leveling halted.
When the parents ask them to stop, they feel irritated and angry. Parents tend to react negatively

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to their use, and attempt to enforce strict control or access without communicating their concerns
to their children. Conflicts occurred as a result, especially for adolescents who value autonomy.

The adolescent who has internalized the reasons provided by their parents and therefore are more
willing and agreeable to abide by rules which they have set. The tasks they were expected to
complete, in return for an amount of time to play games. Understood the reasons for the rules
and abided by them. Thus, there create a balance. So, they play little and study much.

2.6 World perspective


Since social distancing began last March, the rate of teenage video game addiction has been
steadily rising. Even before the pandemic, teens were playing video games for hours each day.
But in 2020, those numbers skyrocketed, with at least 70 percent of kids under 18 on consoles
(TTC, 2021). With remote schooling and limited activities outside the home, teens are using
gaming for distraction and to combat loneliness and isolation. Over two billion people play video
games worldwide, and the number is likely to surpass three billion by 2023 and the worldwide
prevalence of gaming disorder was 3.05% (Stevens & Dorstyn, 2020).

Several survey showing that 97 % of Americans aged 12–17 years play video games (Lenhart et
al. 2008). An average of 48 % of Europeans adult (aged 16-40) play video games (Ipsos Media
CT 2012).

According to video game addiction statistics, as many as 12 percent of boys and 7 percent of
girls are addicted to gaming. Some research shows even higher numbers: A study published in
the journal Addictive Behaviors found that among 3,000 students, 19 percent of males were
classified as having gaming disorder vs. 7.8 percent of females. And those numbers are likely to
increase as the industry gains even more ground.  Worldwide, gaming industry revenue is
expected to reach 180 billion dollars in 2021, with an estimated 2.5 billion people playing around
the globe. That will mean even more kids addicted to video games. As a result of the pandemic,
kids’ screen time has multiplied. In 2020, nearly half of children and teens were spending more
than six hours a day online. That’s an increase of 500 percent from 2019, according to a Parents
Together survey. This increased exposure to digital media, including video games, can trigger
gaming disorder.

2.7 Bangladesh Perspective


Smartphone has been integrated into Asian cultures, including Bangladesh, and in turn,
smartphone and gaming addiction proneness is increasing rapidly among the younger people
causing severe social and familial problems (Chen, 2015).

Research in Bangladesh depicts that the young generation is highly vulnerable to the addictive
use of smartphone and gaming in that most of the students engage themselves in smartphone use
for 5h a day accounting 22 percent of the whole day (Rokonuzzaman, 2018).Another report from

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Bangladesh implies that more than 54 percent of the subscribers agree that their gaming
addiction generates various problems among family members; hence, 51 percent of the
subscribers believe that it disrupts social cohesion in their society (Jamil, 2008). Accordingly, the
gaming addiction has been affecting not only individual lives but also social relationships as well
as social capitals (network of social connections, shared values-norms of behavior enable and
encourage mutually advantageous social cooperation).
Experts say video game addiction is worse than drugs. They called it 'digital drug' (Dizik, 2017).
87 crore people in the world are currently playing PUBG and Free Fire every day, about 10 crore
downloads are being made every day from the Google Play Store.  These two games are being
played more than one crore times every day in Bangladesh. According to an online survey
conducted in Bangladesh, 17 persons have committed suicide as a result of video games this
year. (Hassan, 2021).

According to the Bangladesh Telecommunication Regulatory Commission (BTRC), in April


2019, about 9.37 crore people in Bangladesh were connected to the Internet among them 35
percent of the students are secondary and higher secondary level, adolescents.  During the
pandemic it has almost doubled. Adolescents are mostly at risk of tremendous digital addiction.
Bangladesh currently utilizes 2649 Gbps (gigabits per second). More than half of the country's
400 Gbps bandwidth utilized for gaming is said to be wasted in non-productive areas. In
addition, bandwidth is used for YouTube, pornography, and online gaming. More than 400 Gbps
of bandwidth is given to the games.

2.8 Gaming Addiction in Rural areas


It was thought that the children of the urban are more obsessed with smartphones and games.
Adolescents who lived in urban region were twice as likely as those who lived in a non-urban
region to experience problem gaming. But in the Covid-19 pandemic situation in the country,
the reality has changed with the closure of educational institutions. Now the children and
teenagers of the rural areas are also busy for hours playing games on their smartphones.

Researchers speculated that rural communities have stronger social cohesion and therefore
greater opportunities for socialization and a higher sense of belonging than urban areas. The
effects of technological change that not only privatizes our leisure time but also reduces the
participation in social, recreational, and community activities among people of all ages, which in
turn results in deterioration of social capital that eventually reduces bonding social relations,
group effectiveness, and satisfaction in the discussion process (Putnam, 1995). Gaming addiction
create adverse effects on interaction with family and friends not only in urban areas but also in
rural areas. Adolescents in rural areas who used to play football and cricket in the field are now
playing smartphone games.
Gaming replaces social activities that are important to maintain one’s social connectivity with
significant others such as family and friends. When more time is allocated to the internet, time
spent socializing with family, friends and other people, and performing other social activities

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decreased. Gaming not only displaced time spent with other people and on other activities (nie &
erbring, 2002), it has also been associated with poorer relationships and increased conflicts with
family and friends (padilla- walker et al, 2009). When more time is spent playing on one activity,
this naturally led to lesser time and subsequently lesser interactions with parents. Gaming has
detrimental effects on parent-child relationships, playing games could lead to potential problems
and conflicts for some parents and their children.
A number of studies have assessed the length of game play in relation to gamers‟ social
relationships with family, friends and/or other individuals and found negative consequences. For
instance, (padilla-walker et al, 2009) study found that video game use was related to lower
relational quality with parents and friends, and usage might be a risk factor in affecting adult
social development.

The Prevalence of gaming addiction is higher in urban areas than rural areas but in rural areas
gaming addiction and its comorbidity with gambling, drug addiction, delinquency rate is higher.
In urban areas the scholastic achievement is higher than rural areas. However, there is lack of
comprehensive study about causes and consequences of gaming addiction among rural
adolescents in Bangladesh.

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Chapter Three: Case Profiles

Case no-1
Client Personal Information

Name Rabby

Age 16

Education Class 10

Family Structure Nuclear

Address Talshar, Maheshpur, Jhenaidah

Background of the Case

Rabby is a 16 years old student living in village with his parents. He is now affected with gaming
disorder and having a dissatisfactory relationship with his parents. His father staying at Saudi-
Arab and he is the only earning member of their family. Rabby use internet for gaming and
social media up-to 14 hours. During the pandemic his gaming activities are increasing

I conduct interview to collect necessary information for assessment, treatment and evaluation.

The family structure of the case

Name of the Relation with Age Education Occupation Monthly


member client Income

Hafiz uddin Father 56 Class Nine Immigrant 20000

Rabia khatun Mother 50 - Housewife -

Shabbir Ahmed Brother 24 Under graduate Unemployed -

Minuara khatun Sister-in-law 23 Under graduate Housewife -

Family Condition

The client belongs to a middle-class family. He lives in a nuclear family system. Client’s father
is working in foreign. Client don’t have a satisfactory relationship with his family because he

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used to play games and spend most his time with his mobile phone. On the contrary client’s
mother is an uneducated woman. She is a housewife and by nature calm and quiet person also
less aware about him. His elder brother and his sister-in-law live outside the village. Overall,
there remain so much gaps present in the family communicative system.

Physical Condition

The Client have a poor health and he is suffering from various physical problems such as
insomnia, Back pain, Headache, aversion to eat. He sleeps less than 7 hours and he awake in
night and keep sleeping all day long. Thus, he loses much of his weight and having a poor health
condition. But he evaluates his own health as excellent.

Psychological Condition

Client has many psychological problems mainly his physical illness is caused by his
psychological condition. He is facing Depression, Frustration, Anxiety, Stress but no guilty
feeling and negative intrusive thoughts. He has mental satisfaction when he spent much of his
time in gaming. When he has taken away from gaming, he become sad, angry and irritability. He
never tries to prevent himself from gaming related activities. He spent his time in gaming to
escape from real word he creates his own virtual life inside the game and to entertain and to
escape from real word he plays online games. He gave much priority to gaming than any other
activities in his life. Due to his serious addiction to the game, he has faced a number of
significant problems (personal, familial, social, educational).

Nature Restless Upset & anxious Always

Temperament Bad-tempered Attention Less

Memory Not Sharp Thinking power Not so Good

Working less Problem with Insomnia, can’t sleep


Interest sleeping properly.

Incapability Fear of Tends & Gaming, Social


Feeling Establishment in Attractions media, Tik-tok
life

Guilty Feeling No guilty feeling Suicidal tendencies Never

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Recreational Condition

The client doesn’t like any outdoor sports. He just like to play online games and spent much of
his time in gaming related activities and using social media. Due to excessive gaming, he loses
his interest over his previous hobbies and other recreational activities.

Social Condition

He has conflict with his family members, neighbor and friends. Because of spending excessive
amount of time in gaming he has jeopardized and lost a significant relationship with his friends
and relatives. The game becomes the absolute priority that usually leads to interpersonal and
intrapersonal conflicts. As a result, his real-life relationships gradually deteriorating. To avoid
conflicts, he lies about his online activities and about the amount of time spent on gaming.

Diagnosis

Rabby was a boy who loved to play outdoor games and hanging out with his friends. He became
addicted to gaming due to influence of his peers. Most of his friends had smartphone when his
father sends a smartphone it fueled him to addicted towards gaming. He plays game as a form of
escape from stress and bad academic performance he just wants to take his mind off from his
current position. Most of the company rabby keeps are addicted to online gaming they find it is
fun and love to play together thus it become their social activity.

Gaming is the most dominant activities in rabby’s life when his family members or friends talk
to him to quit gaming, he become angry and try to avoid them thus he creates a communication
gap with his surroundings and becoming lonely. He never tries by himself to quit from gaming.
He tries to avoid people who try to prevent him from playing games thus he privatized his life
and wants to stay alone. He spends 14 hours in playing video games which is almost 60% of
days. He loves to play games at night because at night there is no one to disturb him from
playing thus he keeps awaking at night. Due to excessive gaming his academic performance is
very low but he is less aware or concerned about this.

Treatment Plan

1. To reduce his gaming related activities, I talked and discussed with him long time also
take few interviews.
2. Provide Counseling and help him to break his association with gaming related activities.
3. Provide guidance to leave his current company and to hang out good friends and play
outdoor games.
4. Provide guidance to maintain proper diet and his doctor’s advice and suggested medicine
to get over from his illness.
5. Advise him for creation of religious feeling he should pray 5 times salat and also inspired
him to explore and read about Islam.

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6. Make him awareness about the negative impact of gaming addiction. Inspired him to play
outdoor games and take physical exercise regularly.
Evaluation

Rabby is the boy who never tried or wanted to quit gaming related activities. Now he realized the
negative impact of gaming addiction. He finds out that gap created between him and with his
friends and family members. Though he has few unsuccessful attempts to control his gaming
activities now he wants to change and want to control his gaming related activities.

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Case no-2
Client Personal Information

Name Aronno

Age 15

Education Class 9

Family Structure Nuclear

Address Talshar, Maheshpur, Jhenaidah

Background of the Case

Aronno is a 15-year-old student who lives with his mother in village in his grandfather’s house.
He currently suffers from a gaming disorder and has a rough connection with his family
members. He lost his father in 2010 at the age of 5. He and his mother lived with his
grandfather’s house. His father's family is quite well off and they fulfill all his desires. They
bought for him a gaming tab and slowly aronno become addicted to video games. His gaming
activities are escalating throughout the epidemic school closure. I interviewed him and his
relatives in order to gather information for assessment, treatment, and evaluation.

The family structure of the case

Name of the Relation with Age Education Occupation Monthly


member client Income

Hasan ahmed Father Late - - -

Jusmi khatun Mother 36 Graduate Housewife -

Amzad Hossain Grandfather 58 Graduate Govt. Employee 30000

Family Condition

The client belongs to an upper middle-class family. His relationship with his mother as well as
his relatives becoming unfavorable day by day because he used to play games and spend most
his time with his mobile phone. As his father had died most of his relatives and his grandfather
give him money and he used this money buying gaming materials in online. He plays free fire
mobile game and spend almost fifteen thousand takas in his gaming ID most of his relatives as
well as his mother is unaware about this.

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Physical Condition

Aronno used to play video games up-to 10 hours daily for three years. His health is in bad
condition and has a variety of medical issues, including sleeplessness, back pain, urinary
infection, headache, and aversion to food. According to his mother, he is getting thinner day by
day and becoming lazy and lost his interest towards study and work.

Psychological Condition

Aronno is becoming much aggressive the withdrawal symptoms inside him are much stronger. If
anyone ask him to stop playing games, he misbehaves with them sometime engaged fight with
his friends and abused them if they ask him to stop playing video games. He always thinking
about playing games which increase his inner tension which leads to aggressive behavior. When
his mother took his phone, he become furious and feel panic and anxious without playing games.

Nature Agitated Upset & anxious Always

Temperament Bad-tempered Attention Less

Negative Never Thinking power Not so Good


Thought

Working less Problem with Insomnia, can’t sleep


Interest sleeping properly.

Feeling Restless Always Tends & Gaming


Attractions

Guilty Feeling No guilty feeling Suicidal tendencies Never

Recreational Condition

Aronno once loved to play football he was a good goal keeper but as his addiction to mobile
grew, he lost interest in playing football. Now he spends most of his time in a lonely area or in a
corner of the home, playing mobile games.

25 | P a g e
Social Condition

He has disputes with his family, relatives, and friends however he gets a lot of support from his
family members. But Aronno grows a tendency to tell lie with his family members about his
gaming activating and always try to avoid them. He has a conflicting relationship with his
friends. Most of the time he remains angry towards his friends because they complain against
Aronno to their teacher. He now spends the most of his time playing games with the seniors.
Aronno doesn’t listen to his neighbor’s advice he become very much irritated and angry when
they asked him to stop playing video games and focus on study.

Diagnosis

Aronno became addicted to gaming as a result of purchasing mobile phones and spending time
with elders. Aggression, anxiety, restlessness, and a drop in academic performance were all
caused by his gaming activities. The sources of his conflict with his family members and friends
arise due to difference in perception and expectations about gaming.

Aronno spend a lot of money influenced by his peers thus his rank level in gaming increased this
achievement encouraged him to increased his gaming activities. During the pandemic gaming
become a habit of addiction for Aronno and it became dominant activities to his life. Due to
much playing video games he develops tolerance and time to spend more in gaming has
increased. Aronno spend most of his time about playing and thinking about games thus he has
less focus towards his study which results his poor achievement in academic side. He has
become apathetic to his studies as a result of his gaming addiction.

Treatment Plan

1. To control Aronno’s gaming activity I talked with aronno and his family members and
make them aware about the negative impact of gaming disorder.
2. I suggest him to increase his initial investment in playing video games such as after
playing video games he should delete the game thus every time when to wants to play he
need to re-install the games this aversion techniques will help him to reduce gaming
activities.
3. Provide guidance to keep good company and start to play outdoor games again.
4. Provide guidance to find out new hobbies and work for that hobby.
5. Make him aware about the negative impact of gaming addiction.
Evaluation

Aronno now understand the negative impact of gaming addiction in his life. He also internalizes
the reason provided by his family members and neighbors’ willing and agreed to abide by rules
which they set.

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Case no-3
Client Personal Information

Name Sakhawat

Age 19

Education H.S.C

Family Structure Joint

Address Talshar, Maheshpur, Jhenaidah

Background of the Case

Sakhawat is 19 years old students who lives with his parents in village and continue his study in
local college. He suffers from a gaming disorder and has a rough connection with his family
members. He used to play PUBG all day long and misbehave with his parents and other family
members. A detailed history revealed this was triggered by his parents’ refusal to supply a
recharging internet pack on his mobile phone as he desperately wanted this to play PUBG. His
parents had noted that he was routinely playing PUBG for hours even till late at night. He
became distanced from family members and fought with anyone who tried to stop him from
playing. In order to gather information for assessment, intervention, and evaluation, I
interviewed him and his family members.

The family structure of the case:

Name of the Relation with Age Education Occupation Monthly


member client Income

Abdul Kuddus Father 55 Class 10 Farmer 10000

Parul Akter Mother 46 - Housewife -

Altaf biswas Grandfather 70 Class 5 Farmer 2000

Khodeja khatun Grandmother 62 Housewife -

Sharmin Sister 16 Class 10 - -

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Family Condition

Sakhawat belongs to a lower middle-class family. He lives in a joint family system. His father is
a farmer. They have a small amount of land and a pond in their village. His father mostly grows
paddy and his grandfather grow fish in their pond also help his father. But Sakhawat is very
unwilling to help them and always try to avoid work. He became very irritated and angry if his
family members ask him to do any work. On the contrary his mother is an uneducated woman.
She is a housewife and by nature calm and quiet person He doesn't have a good relationship with
his family since he spends much of his time playing video games and gazing at his smartphone.
Sakhawat has also conflicting relationship with his sister

Physical Condition

Though Sakhawat has a good health and he is suffering from various physical problems such as
insomnia, Headace, over eating. He is facing fatigue, Migraines due to intense concentration or
eye strain. He used to eat food that is quick and usually unhealthy. Multiple system physical
health disorders were found to be associated with his long-term video game activity.

Psychological Condition

Nature Agitated, Lazy & Upset & anxious Always


Frustrated

Temperament Short-tempered Attention Less

Negative Thought Sometimes Thinking power Not so Good

Working Interest less Problem with Insomnia, can’t sleep


sleeping properly.

Feeling Restless Always Tends & Attractions Gaming

Guilty Feeling Sometimes Suicidal tendencies There was one time

Sakhawat said he cannot visualize his life without playing video games, He grow anxious and
nervous without playing or refraining from gaming related activities, He panic when he cannot
have access to games. Thus, spending huge time on gaming has become his habit. When he
cannot play video games, he feels like he has lost the entire world. He said his gaming related
activities does not distract him from studying. He had a hard time achieving what he had
planned. His school grades dropped because of excessive gaming activities. People frequently
comment on his excessive gaming activities which makes him angry.

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Recreational Condition

Sakhawat is very excited to play online video games staying at home sometimes he plays
outdoor games but that is very rare. Mobile gaming is his hobby and he love to play game again
and again. He said that using a smartphone is more enjoyable than spending time with family or
friends. He is often less interested in work and other physical activities. He always feels tired and
failed to focus properly. Moreover, playing more games causes him to stay at home, which lead
to his lack of activity and getting fat.

Social Condition

Sakhawat’s family and friends complain that he spends his time in gaming related activities too
much. Due to video gaming his sharing emotions with family and friends is reducing. Multiple
friendship hampers close friendship due to online gaming. However, gaming rises online
gossiping and reducing his direct, intimate gossiping with friends and relatives. Thus, gaming
decreases his sense of responsibility toward the family members and friends.

Diagnosis

PUBG addiction has caused more harm than good, which is clearly seen in poorer performance
of Sakhawat’s in his studies, work and behavior. His gaming behavior takes precedence over
other life interests to the extent that he misbehaves with his family members after being
confronted. His focusing on the apparent reasons for gaming, while ignoring underlying causes
stress, anxiety, or depression, for which gaming is employed as a coping mechanism. Sometimes
his father scolded him and beat him to stop gaming related activities. Scolding or advising
distance from gaming, which results in even more harmful or dangerous behavior, is the source
of his harsh temperament and restless nature. He to spend a lot of money on the game without his
parents knowing, he had stolen money from his father’s pocket to buy items inside PUBG.

Treatment Plan

Counselling and behavior modification are the primary means of treating addicted gamers.

1. To provide treatment for him I focused on behavioral modification techniques that guide
him away from the obsessive thought patterns and obsessive habits of addiction. For this
I helped him in Setting goals, improving interactions with family members, developing
coping responses and skills, enhancing self-esteem and help him to Set time limits for
play and stick to them.
2. I provide guidance him to Keep his phones and other gadgets out of the bedroom so that
he won’t play into the night also help him to Remove from triggers and other negative
influences.
3. Do other activities every day, including exercise and outdoor gaming finding new
hobbies and to hang out good peers.

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Evaluation

However, he has not completely given up the habit of playing games but he realizes the negative
impact of gaming in his life. Now he thinks to change and want stop his gaming related
activities.

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Case no-4
Client Personal Information

Name Abrar

Age 16

Education Class 10

Family Structure Nuclear

Address Talshar, Maheshpur, Jhenaidah

Background of the Case

Abrar is 16 years old student he lived with his parents. His parents are remaining busy with their
work. When he lived at home, felt isolated, and developed symptoms of major depression and
social phobia (the inability to interact with people other than his family, fear of going out alone,
extreme tiredness, and low self-esteem). These symptoms went unnoticed by his family, and his
family was characterized as disorganized and conflict-minimizing with little authoritarianism.
During the pandemic of his self-imposed isolation, he spent 12 h a day playing Free fire and
exhibited typical symptoms of addiction. He became irritable when he could not play (such as
being prevented from playing by a family member or when the Internet connection was lost). He
had given up all his hobbies, reading books. At the height of his gaming, he ceased to interact
with his few remaining friends, preferring instead to interact with people online.

The family structure of the case:

Name of the Relation with Age Education Occupation


member client

Isaful Hossain Father 50 Post Graduate Teacher

Nazma khatun Mother 49 Graduate Housewife

Munni akter sister 13 Class 8 -

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Family Condition

Abrar belongs to a well-off family. He lives in a nuclear family system. His father is a
headmaster in local high school and the authoritarian figure of the family. He doesn’t have a
satisfactory relation with his family because according to him his father never gave a quality
time to him like all father gave to their children. On the contrary client’s mother is also a head
mistress of local primary school. They guide Abrar very well but they are unaware about his
psychological condition of feeling lonely and isolated. Abrar is also a meritorious student but
due to his addiction towards video games his academic performance starts to deteriorate.

Physical Condition

Abrar belongs to a very thin and poor health. Most of the days he does not notice the time
passing and even forget to eat. Extensive and fixed staring at a video game screen causes his
eyestrain and headache. He has Sleep disturbances and can’t get a good night’s sleep simply
because he continuously thinking obsessively about the game he was playing. In some cases, he
will even play through the night to the detriment of his performance at school the following day.

Psychological Condition

He playing too much games causes his physical damages and increases his anxiety and
depression and having too much excitement and stress. Abrar's mental state is negatively
impacted by gaming, which has a direct impact on his aggressive behavior, anxiety, sadness, and
loneliness. His parents talk about his negative attitude, depression, and overuse of the Internet
and gaming are increasing day by day. He withdrew from his friends. He started playing Internet
games at the age of seven. The hours for playing games increased rapidly because he spent a lot
of time alone. His parents worried about his negative attitude toward them.

Nature Apathetic Upset & anxious Always

Temperament Short-tempered Attention Average

Negative Thought Always Thinking power Good

Working Interest less Problem with Insomnia, can’t sleep


sleeping properly.

Feeling Restless Always Tends & Attractions Gaming

Guilty Feeling Always Suicidal tendencies There was one time

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Recreational Condition

From the childhood Abrar doesn’t live to play outdoor games. He had given up all of his
interests, even reading books. He stopped interacting with his few remaining friends during the
pinnacle of his gaming, preferring rather to interact with individuals online. Now when gets time
and most of his time including his leisure are spend by playing games.

Social Condition

His interaction with his relatives and neighbor is generally positive. He has a satisfactory
relationship with his few friends. His Differences in perception and expectations regarding game
play cause conflicts with his parent. In regards to his game play, he had disagreements with
others around him. His Parents had regularly disagreed with him over gaming issues, such as the
purchase of games and the length of time he was permitted to play. They frequently have
opposing viewpoints on the acceptability of game materials, gaming habits, and other real-life
priorities, resulting in disparities in criteria for playing video game and the amount of parent
involvement.

Diagnosis

Abrar’s addictive behavior leads to a persistent and uncontrollable urge to engage in an activity
that results in significant personal harm and interpersonal conflict with his parents. He plays
games as a stress reliever and to divert his attention away from his current situation, which has
resulted in a drop in his academic performance. Abrar play video games because Games provide
him with a new challenge on the social ladder. Games are interactive it allows him to engage
with his friends while conversing in real time and virtually connecting with them. This
interaction has turned into a pleasure for him, and he wants to do it more. He also enjoys it and
motivated to play more.

Abrar used to stay inside home and less talk with people thus he loves to be alone. By spending
excessive amount of time in gaming it becomes a habit of addiction to him. Thus, whenever he
stays alone his gaming habits are triggered by his association and he start to play games.

Treatment

I provide few suggestions and guidance to control his gaming related activities. I recommend
him that he raise his initial investment in video games by deleting them after each session and
then reinstalling them whenever he wants to play again. This aversion technique will help him
reduce his gaming habits.

I suggest him to try to reduce the time spent on games and increase time spent on other healthy
activities and finding new hobbies. His mother promised to give him half the money he needed
for a new computer if he reached his goal.

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Evaluation

He internalizes the reason provided by his family members willing and agreed to abide by rules
which they set. He tried to talk with his parents and watched television dramas instead of playing
games. He is trying to decrease his gaming time and also try to show less agitation and start to
share his emotions with his parents.

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Chapter Four: Findings and Analysis

This study aims to explore the underlying factors behinds gaming addiction and their effects on
students’ relation with family, life style and their mental health. In this study, 04 participants are
selected purposefully for in-depth case study. It was applied to the rural adolescents in
Bangladesh in Jhenaidah district at Talshar village. The results of the study are presented as
follows:
Name Age Relation Daily Daily Sleeping Gaming Difficulties in Tendencies
With Internet time Hours time maintaining to tell lie to
Family Use spent During Relationship hide gaming
on Pandemic with activities
Gaming Family/Friends
Rabby 16 Not 14 12h 07 hour Increased Yes Very high
Good hours
Aronno 15 Quite 10 10hr 07 Increased Yes Very high
good hours hours
Sakhawa 19 Not 12 10hr 09 Increased Yes Very high
t Good hours hours
Abrar 16 Not 10 10hr 07 Increased Yes Very high
Good hours hours
Table 1. Participants Socio-demographics and life style condition

The participants’ sociodemographic characteristics and life style patterns are presented in Table
1. Four participants are selected for this study and their age limits are 15<N<19. The findings
indicate that Maximum of the participants have not a satisfactory relationship with their family
members, which supports Jamils’ (2008) that more than 54 percent of the subscribers agree that
their gaming addiction generates various problems among family members.

Contrary with the findings reported by (Rokonuzzaman, 2018), that most of the students engage
themselves in smartphone use for 5h a day accounting 22 percent of the whole day this result
also shows that maximum participants spent up-to 10 hours in gaming which is almost 42% of
their whole day.

A previous study conducted by (Müezzin, 2015), concluded that the covid-19 pandemic has led
to greatly increased participation in online gaming, the adolescents are particularly vulnerable to
developing internet gaming disorder, which is consistent with the responses given by the
participants that their gaming related activities are increasing during the covid-19 period.

However, this study offers an innovative contribution which is not addressed by the previous
studies that the persons’ telling lie and gaming addiction are positively correlated with each other
the studies shows that the participants have high tendency to tell lie to hide their game playing
activities.

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Main theme Answers from Participants
Disturbances of My academic grades have suffered as a result of my excessive gaming time
adaptive functions I'm having trouble doing what I've set out to do
People frequently comment on my excessive gaming activities
Family or friends complain that I spent much time in gaming
My gaming activities does not distract me from studying
Virtual life orientation It is more pleasurable to play games online than to spend time with family or friends.
When I cannot play games, I feel like I have lost the entire world
Withdrawal I cannot visualize my life without playing games
I grow anxious and nervous without playing games
I panic when I cannot have access to a smartphone and playing games
Tolerance I tried to reduce the time I spend on gaming but failed
I cannot control my smartphone usage time
Even when I know I should stop, I continue to play games
Spending huge time on gaming has become my habit
Table 2. Criteria of Gaming disorder

Table 2 shows that those Criteria are exist among participants. Due to gaming addiction their
academics grades are falling they have trouble with their family and friends and failed to focus
on other activities. Participants have also developed strong withdrawal symptoms for this reason
if their parents try to stop them from playing games, they become angry and feel anxious without
playing games, which according to DSM-5 criteria that Withdrawal symptoms when Internet
gaming is taken away (These symptoms are typically Described as irritability, anxiety, or
sadness).

Table 3. Outcomes of Gaming addiction

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The results according to the previous study by (Rathee,2019), reason for playing games are
temporary escape from problem, social activity, habit of addiction. Additionally, this study
identifies most of the reason for playing games that are for entertainment and gaming become
their habit thus it is become their habit of addiction.

This study identifies participants gaming behavior are not related with suicidal tendencies, which
are not related with the previous studies. As previously studies described those teenagers who
reported five hours or more of a video game or daily internet use had significantly higher levels
of sadness, suicide ideation, and suicide planning (Mandhare, 2020).

The result suggests that the reason for participants conflict with their family is excessive game
playing activities, most them are becoming easily irritated and annoyance. Participants feel
uninterested and all of them (100%) loss their previous hobbies.

Conclusion
This study reveals about gaming addiction among rural adolescents in Bangladesh. As the use of
smartphones and the internet has grown in recent years, overuse and addiction to these
technologies have become huge worldwide challenges, as have societal difficulties. One of the
most common causes of smartphone or computer addiction among adolescents is gaming. This
study has employed a qualitative case study method to collect data. The sample are selected
purposively to get a better understanding of the central phenomena and for in-depth analysis. The
main argument of this study is to find out the underlaying factors behind gaming addiction
among rural adolescents, its impacts and to provide interventions that are more attuned to the
needs of the adolescent. The findings of this study are justified and linked according to the
previous studies mentioned in literature review. The findings reveals that the impact of gaming
addiction hampered the adolescents both socially and mentally. The prevalence of gaming
addiction is increasing alarmingly among rural adolescents and it has greater impacts on their
primordial social relation. The study findings would be the important guideline for the
community development and youth welfare workers, social scientists, policymakers, education
and development practitioners, and human rights workers.

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