NCT05339035

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.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
62

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Feb 2023

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

March 10, 2022

Completed
1 month until next milestone

First Posted

Study publicly available on registry

April 21, 2022

Completed
10 months until next milestone

Study Start

First participant enrolled

February 3, 2023

Completed
11 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 26, 2023

Completed
4 months until next milestone

Study Completion

Last participant's last visit for all outcomes

April 22, 2024

Completed
Last Updated

December 18, 2024

Status Verified

April 1, 2022

Enrollment Period

11 months

First QC Date

March 10, 2022

Last Update Submit

December 16, 2024

Conditions

Keywords

Digital TechnologyBehavior, AddictiveAdolescentMotivation

Outcome Measures

Primary Outcomes (1)

  • 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).

    Baseline and Week 8

Secondary Outcomes (1)

  • Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks.

    Baseline and Week 8

Other Outcomes (4)

  • Change in motivation to play digital games in the 19-item Digital Gaming Motivation Scale score at 8 weeks from baseline.

    Baseline and Week 8

  • Change from baseline in the 41-item Social Support Assessment Scale score for Children and Adolescents at 8 weeks.

    Baseline and Week 8

  • Change from baseline in the 18-item Digital Game Playing Attitude Scale score in 8 weeks.

    Baseline and Week 8

  • +1 more other outcomes

Study Arms (2)

experimental group

EXPERIMENTAL

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.

Behavioral: Training based on IMB model, motivational interview technique, hippotherapy program

control group

NO INTERVENTION

attempt will not be implemented.

Interventions

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.

experimental group

Eligibility Criteria

Age10 Years - 14 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

You may qualify if:

  • 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

You may not qualify if:

  • 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

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Amasya University

Amasya, Merkez, 05100, Turkey (Türkiye)

Location

Related Publications (1)

  • Memis A, Kocatas S. Effects of motivational interviews and hippotherapy on the digital game addiction levels of adolescents: Randomized controlled clinical trial. J Pediatr Nurs. 2025 Sep-Oct;84:133-141. doi: 10.1016/j.pedn.2025.05.024. Epub 2025 May 30.

MeSH Terms

Conditions

Behavior, Addictive

Condition Hierarchy (Ancestors)

Compulsive BehaviorImpulsive BehaviorBehavior

Study Officials

  • Semra Zorlu, ass. prof.

    Sivas Cumhuriyet Univercity

    STUDY DIRECTOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, OUTCOMES ASSESSOR
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
lecturer

Study Record Dates

First Submitted

March 10, 2022

First Posted

April 21, 2022

Study Start

February 3, 2023

Primary Completion

December 26, 2023

Study Completion

April 22, 2024

Last Updated

December 18, 2024

Record last verified: 2022-04

Data Sharing

IPD Sharing
Will share

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

Shared Documents
STUDY PROTOCOL, ICF
Time Frame
2 years
Access Criteria
The Council of Higher Education will be shared from the thesis center.
More information

Locations