Digital Game Addiction in Adolescents
Primary Purpose
Digital Technology, Behavior, Addictive, Adolescent
Status
Not yet recruiting
Phase
Not Applicable
Locations
Turkey
Study Type
Interventional
Intervention
Training based on IMB model, motivational interview technique, hippotherapy program
Sponsored by
About this trial
This is an interventional supportive care trial for Digital Technology focused on measuring Digital Technology, Behavior, Addictive, Adolescent, Motivation
Eligibility Criteria
Inclusion Criteria:
- Being an official secondary school student
- Not having a physical disability
- Not doing sports/exercise for at least 30 minutes each time, 3 days a week
- Having a score of 73 or higher on the Digital Game Addiction Scale for Children
- Not riding a horse regularly
- Not afraid of horses and willing to ride
Exclusion Criteria:
- Being a private secondary school student
- Having a physical disability
- Do sports/exercise for at least 30 minutes each time, 3 days a week
- Having a score of 72 or less on the Digital Game Addiction Scale for Children
- Regular horseback riding
- Fear of horses and not willingness to ride
Sites / Locations
- Amasya University
Arms of the Study
Arm 1
Arm 2
Arm Type
Experimental
No Intervention
Arm Label
experimental group
control group
Arm Description
In the first stage, the participants will be trained according to the IMB model. In the second stage, 6 sessions of individual motivational interviews will be held for a total of 7 weeks. Finally, participants will be given hippotherapy 1 hour a week for 8 weeks.
attempt will not be implemented.
Outcomes
Primary Outcome Measures
Change from baseline in the 24-item Digital Game Addiction Scale score for Children at 8 weeks.
The Digital Game Addiction Scale for Children is a validated, self-report tool that assesses the level of digital game addiction. The lowest score that can be obtained from the scale is "24" and the highest score is "120". In the grading of the scale scoring; It is evaluated as "1-24: Normal group, 25-48: Low risk group, 49-72 Risk group, 73-96 Dependent group, 97-120 Highly dependent group". Change = ( Week 8 score - Baseline score).
Secondary Outcome Measures
Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks.
The Digital Game Addiction Awareness Scale is a validated, self-report tool that assesses the level of awareness of digital game addiction. The lowest score that can be obtained from the scale is "12" and the highest score is "60". Change = ( Week 8 score - Baseline score).
Full Information
1. Study Identification
Unique Protocol Identification Number
NCT05339035
Brief Title
Digital Game Addiction in Adolescents
Official Title
The Effect Of Information, Motivation, Behavioral Skills Model-Based Motivational İnterview And Hippotherapy Program On Adolescents' Digital Game Addiction Levels
Study Type
Interventional
2. Study Status
Record Verification Date
April 2022
Overall Recruitment Status
Not yet recruiting
Study Start Date
May 1, 2022 (Anticipated)
Primary Completion Date
December 31, 2022 (Anticipated)
Study Completion Date
December 31, 2023 (Anticipated)
3. Sponsor/Collaborators
Responsible Party, by Official Title
Sponsor-Investigator
Name of the Sponsor
Aslı Memis
4. Oversight
Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
Yes
5. Study Description
Brief Summary
The research will be carried out on students studying at public secondary schools in the city center of Amasya. First of all, the digital game addiction levels of secondary school students who are randomly divided into experimental and control groups will be determined, and then students with digital game addiction will be included in the individual motivational interview program, which will last 6 sessions. In the last stage of the research, hippotherapy will be applied to the students 1 day a week for 8 weeks. The effect of motivational interviewing and hippoterain on digital game addiction will be investigated by pre-testing at the beginning of the research and post-testing at the end.
Detailed Description
The research was designed as a "pretest-posttest control group design type" quasi-experimental.
The population of the research consists of 6908 students enrolled in 35 secondary schools in Amasya city center and continuing their formal education. Among the students, 1730 students were determined as 5th Grade, 1763 as 6th Grade, 1754 as 7th Grade and 1661 as 8th Grade. Considering the intensity of the program, the 8th grade students who are preparing for the high school entrance exam are planned to be excluded from the study in order not to affect the study results negatively and considering that they will graduate from their schools during the follow-up process to be made at the end of the research. Private schools, secondary school students for the hearing impaired, 12 secondary school students in villages and towns will be excluded from the study, on the grounds that socioeconomic factors do not mislead the research results. There are a total of 4443 students studying in the 5th, 6th and 7th grades in 19 schools to be included in the study.
Power analysis (G*Power 3.1.9.7) was performed on the basis of a similar study performed before in calculating the sample size of the study. As a result of the power analysis, when the effect size was taken as 0.50 for the effect size, the sample number determined for 0.80 power and 0.05 margin of error was calculated as a total of 54 individuals, with a minimum of 27 individuals for each group. Considering that there may be sample losses during the research process, when 20% of the sample is added to each group, it is aimed to reach a total of 64 students, 32 students in the experimental group and 32 students in the control group.
2 secondary schools will be determined from a neighborhood in the city center of Amasya, and the experimental control separation of the schools will be determined by drawing lots. Schools will be selected from the same neighborhood so that there is no difference in socioeconomic levels between schools. In order to prevent the experimental and control groups from being influenced by each other, 2 different schools will be selected. The determined sample group will be randomly selected among the students with a digital game addiction score of 73 and above by using the "Digital Game Addiction Scale", and the research will be carried out with students who volunteer. Randomization will be done using the https://www.randomizer.org/ website.
Students in the experimental group will be trained according to the IMB model, motivational interviews will be made only with the experimental group, and the students will be included in the hippotherapy program, which lasts 1 hour once a week for 8 weeks. Hippotherapy applications will be carried out at the horse farm in Amasya, accompanied by expert horsemen.
6. Conditions and Keywords
Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Digital Technology, Behavior, Addictive, Adolescent, Motivation
Keywords
Digital Technology, Behavior, Addictive, Adolescent, Motivation
7. Study Design
Primary Purpose
Supportive Care
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Masking
None (Open Label)
Allocation
Randomized
Enrollment
64 (Anticipated)
8. Arms, Groups, and Interventions
Arm Title
experimental group
Arm Type
Experimental
Arm Description
In the first stage, the participants will be trained according to the IMB model. In the second stage, 6 sessions of individual motivational interviews will be held for a total of 7 weeks. Finally, participants will be given hippotherapy 1 hour a week for 8 weeks.
Arm Title
control group
Arm Type
No Intervention
Arm Description
attempt will not be implemented.
Intervention Type
Behavioral
Intervention Name(s)
Training based on IMB model, motivational interview technique, hippotherapy program
Intervention Description
In the first stage of the research, the "Digital Game Addiction Scale for Children" will be applied to the entire universe and participants with a digital game addiction score of 73 and above will be determined. According to the criteria of inclusion in the research, students will be informed and those who volunteer to participate in the study will be determined and listed. After the experimental and control groups are determined, the participants will be contacted and data collection forms will be applied. The students in the experimental group will be trained according to the IMB model, the students in the experimental group will be given a 6-session motivational interview program and the students will be taken to the hippotherapy program, which lasts 1 hour once a week for 8 weeks. Hippotherapy applications will be carried out at the horse farm in Amasya, accompanied by expert horsemen.
Primary Outcome Measure Information:
Title
Change from baseline in the 24-item Digital Game Addiction Scale score for Children at 8 weeks.
Description
The Digital Game Addiction Scale for Children is a validated, self-report tool that assesses the level of digital game addiction. The lowest score that can be obtained from the scale is "24" and the highest score is "120". In the grading of the scale scoring; It is evaluated as "1-24: Normal group, 25-48: Low risk group, 49-72 Risk group, 73-96 Dependent group, 97-120 Highly dependent group". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
Secondary Outcome Measure Information:
Title
Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks.
Description
The Digital Game Addiction Awareness Scale is a validated, self-report tool that assesses the level of awareness of digital game addiction. The lowest score that can be obtained from the scale is "12" and the highest score is "60". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
Other Pre-specified Outcome Measures:
Title
Change in motivation to play digital games in the 19-item Digital Gaming Motivation Scale score at 8 weeks from baseline.
Description
The Digital Gaming Motivation Scale is a validated self-report tool that assesses the level of motivation to play digital games. The lowest score that can be obtained from the scale is "19" and the highest score is "95". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
Title
Change from baseline in the 41-item Social Support Assessment Scale score for Children and Adolescents at 8 weeks.
Description
The Social Support Rating Scale for Children and Adolescents is an approved self-report tool that assesses perceived social support level. The lowest score that can be obtained from the scale is "41" and the highest score is "205". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
Title
Change from baseline in the 18-item Digital Game Playing Attitude Scale score in 8 weeks.
Description
The Digital Gaming Attitude Scale is a validated, self-report tool that assesses the digital gaming attitude level. The lowest score that can be obtained from the scale is "18" and the highest score is "90". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
Title
Change from baseline in the 21-item Children's Self-Efficacy Scale score at 8 weeks.
Description
The Children's Self-Efficacy Scale is an approved self-report tool that assesses the level of self-efficacy. The lowest score that can be obtained from the scale is "21" and the highest score is "105". Change = ( Week 8 score - Baseline score).
Time Frame
Baseline and Week 8
10. Eligibility
Sex
All
Minimum Age & Unit of Time
10 Years
Maximum Age & Unit of Time
14 Years
Accepts Healthy Volunteers
Accepts Healthy Volunteers
Eligibility Criteria
Inclusion Criteria:
Being an official secondary school student
Not having a physical disability
Not doing sports/exercise for at least 30 minutes each time, 3 days a week
Having a score of 73 or higher on the Digital Game Addiction Scale for Children
Not riding a horse regularly
Not afraid of horses and willing to ride
Exclusion Criteria:
Being a private secondary school student
Having a physical disability
Do sports/exercise for at least 30 minutes each time, 3 days a week
Having a score of 72 or less on the Digital Game Addiction Scale for Children
Regular horseback riding
Fear of horses and not willingness to ride
Central Contact Person:
First Name & Middle Initial & Last Name or Official Title & Degree
Aslı Memiş, Lecturer
Phone
+905432992900
Email
asli.memis@amasya.edu.tr
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Semra Zorlu, ass. prof.
Organizational Affiliation
Sivas Cumhuriyet Univercity
Official's Role
Study Director
Facility Information:
Facility Name
Amasya University
City
Amasya
State/Province
Merkez
ZIP/Postal Code
05100
Country
Turkey
Facility Contact:
First Name & Middle Initial & Last Name & Degree
Aslı memiş, Lecturer
Phone
+905432992900
Email
asli.memis@amasya.edu.tr
First Name & Middle Initial & Last Name & Degree
Semra Zorlu, ass. prof.
Phone
+905528507558
Email
skocatas@gmail.com
12. IPD Sharing Statement
Plan to Share IPD
Yes
IPD Sharing Plan Description
sociodemographic data of the participants Results of the Digital Game Addiction Scale for Children Results of the Awareness Scale on Digital Gaming Addiction Digital Gaming Motivation Scale results Results of the Social Support Assessment Scale for Children and Adolescents Digital Gaming Attitude Scale results Results of the Self-Efficacy Scale for Children
IPD Sharing Time Frame
2 years
IPD Sharing Access Criteria
The Council of Higher Education will be shared from the thesis center.
IPD Sharing URL
https://tez.yok.gov.tr/UlusalTezMerkezi/
Learn more about this trial
Digital Game Addiction in Adolescents
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