School-Based Self-Regulation Intervention for Digital Game Addiction and Sleep Deprivation (SRDGA)

February 14, 2026 updated by: Turkan Akyol Guner

A School-Based Self-Regulation Intervention for Reducing Digital Game Addiction and Sleep Deprivation in Adolescents: A Cluster Randomized Controlled Trial

This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years. Excessive digital gaming has been associated with sleep problems, reduced academic performance, and emotional difficulties in adolescents.

In this cluster randomized controlled trial, two public middle schools were randomly assigned to either an intervention group or a control group. Students in the intervention group participated in a four-week classroom-based self-regulation training program focusing on goal setting, impulse control, time management, and healthy digital use habits.

The control group continued their usual school activities without additional intervention. Outcomes were assessed before the intervention and after completion using validated measures of digital game addiction and sleep deprivation.

The study aims to determine whether strengthening self-regulation skills can reduce problematic gaming behaviors and improve sleep outcomes in adolescents.

Study Overview

Detailed Description

This cluster randomized controlled trial was conducted in two public middle schools located in the city center of Türkiye during the 2024-2025 academic year. Schools with similar socio-demographic characteristics were identified, and two schools were selected through a lottery method. One school was assigned to the intervention group and the other to the control group to minimize contamination between participants.

The study targeted students aged 10-14 years identified as being at high risk for digital game addiction based on screening assessments. The intervention consisted of four weekly classroom sessions grounded in Self-Regulation Theory. The program included structured activities focused on self-monitoring of digital gaming behaviors, goal setting, impulse control strategies, time management skills, and sleep hygiene awareness.

The control group did not receive the intervention during the study period and continued their routine school curriculum.

Primary outcomes included levels of digital game addiction and sleep deprivation, measured using validated and age-appropriate standardized scales. Assessments were conducted at baseline (pre-intervention) and after completion of the intervention.

The primary objective of the study is to evaluate the effectiveness of a theory-based school intervention in reducing digital game addiction and sleep deprivation among adolescents.

Study Type

Interventional

Enrollment (Actual)

110

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

      • Zonguldak, Turkey (Türkiye), 67100
        • Mithatpaşa İlkokulu
      • Zonguldak, Turkey (Türkiye), 67100
        • Rüzgarlımeşe İlkokulu

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:

  • Enrollment in one of the two selected public middle schools in the city center
  • Aged 10-14 years
  • Classified as "high-risk" for digital game addiction based on screening assessment
  • Ability to understand and complete study questionnaires
  • Written informed consent obtained from parents/guardians and assent from students

Exclusion Criteria:

  • Diagnosed psychiatric or neurological disorder that may interfere with participation
  • Currently receiving psychological or behavioral treatment targeting digital game use
  • Inability to attend intervention sessions regularly
  • Withdrawal of consent during the study

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
Experimental: Self-Regulation Intervention Group
Students enrolled in the intervention school who received a 4-week, classroom-based self-regulation training program designed to reduce digital game addiction and sleep deprivation. The intervention consisted of structured educational sessions grounded in Self-Regulation Theory.
A school-based self-regulation intervention grounded in Self-Regulation Theory was delivered over four consecutive weeks. The program consisted of four structured classroom sessions (one session per week, approximately 40-45 minutes each) targeting self-monitoring, goal setting, impulse control, time management, and healthy digital use behaviors. Interactive activities, group discussions, and behavioral planning exercises were used. In addition, a parent/teacher informational seminar was conducted to support consistent behavioral reinforcement. The control group received no structured intervention during the study period.
No Intervention: Control Group
Students enrolled in the control school who continued their usual school activities and did not receive the self-regulation intervention during the study period.

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change in Digital Game Addiction Scores
Time Frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Change in Digital Game Addiction Scale total scores from baseline to post-intervention between intervention and control groups.
Baseline, 4 weeks (post-intervention), and 3 months follow-up

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Change in Sleep Deprivation Scores
Time Frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Change in Sleep Deprivation Scale for Children and Adolescents (SDS-C/A) total scores from baseline to post-intervention between intervention and control groups.
Baseline, 4 weeks (post-intervention), and 3 months follow-up

Collaborators and Investigators

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

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)

October 5, 2024

Primary Completion (Actual)

March 25, 2025

Study Completion (Actual)

March 25, 2025

Study Registration Dates

First Submitted

February 14, 2026

First Submitted That Met QC Criteria

February 14, 2026

First Posted (Actual)

February 20, 2026

Study Record Updates

Last Update Posted (Actual)

February 20, 2026

Last Update Submitted That Met QC Criteria

February 14, 2026

Last Verified

February 1, 2026

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

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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