- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06188117
Efficacy of Digital Game Addiction Awareness Training for Parent
The Effect of Digital Game Addiction Awareness Training Given to Parents of Secondary School Students on the Awareness Level of Parents
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
The use of technological devices such as computers, tablets and smartphones is increasing day by day all over the world. With the widespread use of these high-tech devices and the internet in the last 20 years, digital games have become popular as a leisure activity, especially among children and adolescents. Although digital games provide cognitive, social and emotional benefits such as improving hand-eye coordination, three-dimensional thinking, coping with stress, increasing decision-making speed and facilitating learning, excessive digital gaming can lead to psychosocial and medical problems. One of the most important problems that may develop as a result of uncontrolled use of online and offline games is digital game addiction.
Considering the addiction of digital games, it is very important to raise awareness and awareness of both children and their parents in order to protect children from the risks of digital games and to ensure that they play the games they play in a controlled manner. One of the important methods of raising awareness is to provide training to individuals on the subject for which awareness is desired. In this regard, this research was planned to examine the effect of digital game addiction awareness training on creating and increasing awareness of digital game addiction in the parents of secondary school students.
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Istanbul, Turkey
- Maltepe University
-
-
Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- Being between the ages of 18 and 43,
- No auditory, visual, or mental problems that would affect communication
- Speaking and understanding Turkish at native level
Exclusion Criteria:
- Being younger than 18 years old and older than 43 years old,
- Having auditory, visual, or mental problems that would affect communication
- Not speaking and understanding Turkish at native level
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Experimental Group
The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours.
|
Experimental Group The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours. The training program will be implemented in line with the headings 'Digital Game Addiction Definition, Diagnostic Criteria, Frequency, Symptoms, Physical, Psychological and Social Problems Caused by Excessive Digital Game Playing, Recommendations for Parents to Prevent Digital Game Addiction'. |
|
No Intervention: Control Group
The digital Game Addiction Awareness Training program will not be applied to parents in the control group.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Digital Game Addiction Awareness Scale
Time Frame: Baseline and 3 months after the Digital Game Addiction Awareness Training.
|
Parents' digital game addiction awareness levels will be evaluated with the 'Digital Game Addiction Awareness Scale'.
The scale is used to determine the awareness levels of individuals between the ages of 18-43 regarding digital game addiction.
The scale, which consists of a total of 12 items, has two sub-dimensions: 'Internal Awareness' and 'External Awareness'.
The items of the 5-point Likert type scale are rated as "1-strongly disagree", "2-disagree", "3-undecided", "4-agree" and "5-strongly agree".
The scores that can be obtained from the scale vary between 12 and 60.
A total scale score of the participants between 12 and 28 indicates a low level of awareness, a score between 29 and 44 indicates a moderate level of awareness, and a score between 45 and 60 indicates a high level of awareness of digital game addiction.
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Baseline and 3 months after the Digital Game Addiction Awareness Training.
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Collaborators and Investigators
Sponsor
Investigators
- Principal Investigator: Emine Ekici, PhD, Maltepe University
- Principal Investigator: Zeynep Aközlü, MSc, Maltepe University
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Estimated)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Keywords
Additional Relevant MeSH Terms
Other Study ID Numbers
- 2023/16-02
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
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.
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