Digital Game Addiction in Adolescents
The Effect of Information, Motivation, Behavioral Skills Model-Based Motivational İnterview and Hippotherapy Program on Adolescents' Digital Game Addiction Levels
1 other identifier
interventional
62
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Feb 2023
1 active site
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
CompletedFirst Posted
Study publicly available on registry
April 21, 2022
CompletedStudy Start
First participant enrolled
February 3, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 26, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
April 22, 2024
CompletedDecember 18, 2024
April 1, 2022
11 months
March 10, 2022
December 16, 2024
Conditions
Keywords
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
EXPERIMENTALIn 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.
control group
NO INTERVENTIONattempt 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.
Eligibility Criteria
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
- Aslı Memislead
Study Sites (1)
Amasya University
Amasya, Merkez, 05100, Turkey (Türkiye)
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.
PMID: 40449239DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- STUDY DIRECTOR
Semra Zorlu, ass. prof.
Sivas Cumhuriyet Univercity
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
- Shared Documents
- STUDY PROTOCOL, ICF
- Time Frame
- 2 years
- Access Criteria
- The Council of Higher Education will be shared from the thesis center.
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