Digital Game Addiction in Adolescents

December 16, 2024 updated by: Aslı Memis

The Effect of Information, Motivation, Behavioral Skills Model-Based Motivational İnterview and Hippotherapy Program on Adolescents' Digital Game Addiction Levels

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.

Study Overview

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.

Study Type

Interventional

Enrollment (Actual)

62

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • Merkez
      • Amasya, Merkez, Turkey, 05100
        • Amasya University

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

10 years to 14 years (Child)

Accepts Healthy Volunteers

Yes

Description

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

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Supportive Care
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: Double

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: experimental group
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.
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.
No Intervention: control group
attempt will not be implemented.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change from baseline in the 24-item Digital Game Addiction Scale score for Children at 8 weeks.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8

Other Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change in motivation to play digital games in the 19-item Digital Gaming Motivation Scale score at 8 weeks from baseline.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8
Change from baseline in the 41-item Social Support Assessment Scale score for Children and Adolescents at 8 weeks.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8
Change from baseline in the 18-item Digital Game Playing Attitude Scale score in 8 weeks.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8
Change from baseline in the 21-item Children's Self-Efficacy Scale score at 8 weeks.
Time Frame: Baseline and Week 8
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).
Baseline and Week 8

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Sponsor

Investigators

  • Study Director: Semra Zorlu, ass. prof., Sivas Cumhuriyet Univercity

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

February 3, 2023

Primary Completion (Actual)

December 26, 2023

Study Completion (Actual)

April 22, 2024

Study Registration Dates

First Submitted

March 10, 2022

First Submitted That Met QC Criteria

April 14, 2022

First Posted (Actual)

April 21, 2022

Study Record Updates

Last Update Posted (Actual)

March 25, 2025

Last Update Submitted That Met QC Criteria

December 16, 2024

Last Verified

April 1, 2022

More Information

Terms related to this study

Other Study ID Numbers

  • lecturer (Registry Identifier: Ahmed Abo Elnour)

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

YES

IPD 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 Supporting Information Type

  • STUDY_PROTOCOL
  • ICF

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

product manufactured in and exported from the U.S.

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

Clinical Trials on Adolescent

Clinical Trials on Training based on IMB model, motivational interview technique, hippotherapy program

Subscribe