- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT06241989
Digital Game Addiction and Cyberbullying in Adolescents
July 25, 2024 updated by: Sultan Ayaz Alkaya, Gazi University
Motivational Interviewing Supported Health Education on Digital Game Addiction and Cyberbullying inAdolescents Impact on Behavior
With the widespread use of technology and internet, digital game addiction and cyberbullying behaviors have increased among adolescents.
Effective interventions are needed to prevent these behaviors.
The aim of the study is to determine the effect of health education supported by motivational interviewing on digital game addiction and cyberbullying behaviors in adolescents.
The research will be conducted with a randomized controlled trial design.
The intervention group will receive six sessions of motivational interviewing-supported health education.
Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing.
It is planned that each session will be 35 minutes and the sessions will be implemented one week apart.
Study Overview
Status
Active, not recruiting
Intervention / Treatment
Study Type
Interventional
Enrollment (Estimated)
48
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
-
-
Çankaya/Türkiye
-
Ankara, Çankaya/Türkiye, Turkey, 06490
- Gazi 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
- Child
Accepts Healthy Volunteers
Yes
Description
Inclusion Criteria:
- Continuing 9th grade education
- Volunteering to participate in the research
- Being given permission by their families to participate in the study
Exclusion Criteria:
- Having problems understanding and speaking Turkish
- Visual-hearing impairment
- Having a neuropsychiatric disease
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: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
No Intervention: Control
|
|
|
Experimental: Intervention
The intervention group will receive health education supported by motivational interviewing.
|
The intervention group will receive health education supported by motivational interviewing consisting of 6 sessions.
Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Digital Game Addiction Scale-7
Time Frame: baseline
|
The scale consists of a total of seven items and has a five-point Likert scale.
The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5".
The lowest score that can be obtained from the scale is 7 and the highest score is 35.
Two methods, monothetic and polythetic, are used to determine the gaming addiction status.
In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
|
baseline
|
|
Revised Cyberbullying Inventory-II
Time Frame: baseline
|
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to.
The lowest score that can be obtained from the inventory is 10 and the highest score is 40.
If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully".
If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
|
baseline
|
|
Digital Game Addiction Scale-7
Time Frame: first week
|
The scale consists of a total of seven items and has a five-point Likert scale.
The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5".
The lowest score that can be obtained from the scale is 7 and the highest score is 35.
Two methods, monothetic and polythetic, are used to determine the gaming addiction status.
In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
|
first week
|
|
Revised Cyberbullying Inventory-II
Time Frame: first week
|
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to.
The lowest score that can be obtained from the inventory is 10 and the highest score is 40.
If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully".
If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
|
first week
|
|
Digital Game Addiction Scale-7
Time Frame: twelfth week
|
The scale consists of a total of seven items and has a five-point Likert scale.
The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5".
The lowest score that can be obtained from the scale is 7 and the highest score is 35.
Two methods, monothetic and polythetic, are used to determine the gaming addiction status.
In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
|
twelfth week
|
|
Revised Cyberbullying Inventory-II
Time Frame: twelfth week
|
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to.
The lowest score that can be obtained from the inventory is 10 and the highest score is 40.
If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully".
If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
|
twelfth week
|
Collaborators and Investigators
This is where you will find people and organizations involved with this study.
Sponsor
Collaborators
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)
April 15, 2024
Primary Completion (Actual)
May 31, 2024
Study Completion (Estimated)
September 1, 2024
Study Registration Dates
First Submitted
January 26, 2024
First Submitted That Met QC Criteria
February 1, 2024
First Posted (Actual)
February 5, 2024
Study Record Updates
Last Update Posted (Actual)
July 26, 2024
Last Update Submitted That Met QC Criteria
July 25, 2024
Last Verified
July 1, 2024
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
- 2023 - 1035
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
No
Studies a U.S. FDA-regulated device product
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.
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