Motivational Interviewing and Addiction
MI-IA-DGA
The Effect of Motivational Interviewing on Internet Addiction and Digital Game Addiction in Adolescents
1 other identifier
interventional
88
1 country
1
Brief Summary
The increasing use of the internet makes understanding games among adolescents different by moving it to the virtual environment and increases the digital game addiction risk. Especially among adolescents, digital games have become a popular activity and often a means of socialization. With the widespread use of smartphones, digital gaming has transformed from computer and console-based to a multi-platform activit. In addition, long-term digital games cause symptoms such as anxiety and depression through increased interpersonal loneliness and decreased relationships. This situation has caused recent research to focus on the effects of digital gaming activities on individuals.
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 Dec 2023
Shorter than P25 for not_applicable
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
Study Start
First participant enrolled
December 11, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 15, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
June 30, 2024
CompletedFirst Submitted
Initial submission to the registry
December 2, 2024
CompletedFirst Posted
Study publicly available on registry
December 6, 2024
CompletedDecember 6, 2024
December 1, 2023
6 months
December 2, 2024
December 5, 2024
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Internet Addiction
Internet Addiction Test Short Form (YIBT-SF) was developed by Young (1998). It was converted into a short form by Pawlikowski et al (2013). It is a 5-point Likert-type scale consisting of 12 items and a single factor adapted into Turkish by Kutlu et al. in 2016. The scores obtained from the scale vary between 12 and 60. High scores obtained from the scale indicate a high level of dependency. The Cronbach's alpha coefficient obtained in the reliability study was found to be 0.86 in adolescents.
6 months up to July 2024
Digital Game Addiction
The Digital Game Addiction Scale (DGAS) was developed by Lemmens et al. (2009) to determine the problematic digital game playing behaviors of adolescents aged 12 - 18 years. The scale is a seven-item short form of the DGAS - 21, consisting of 21 items and seven sub-dimensions. The validity and reliability study of the Turkish version of the scale was conducted by Irmak and Erdoğan (2015). The validity and reliability values of the original DGAS were 0.92 for Cronbach 's alpha. The assessment is made using monoethic and polyethic diagnoses. According to the monothetic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on all seven items; according to the polyethic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on at least four of the seven items.
6 months up to July 2024
Study Arms (2)
Intervention group: Motivational Interviewing
EXPERIMENTALThe motivational interview, consisting of six sessions, including the preparation session, was applied to the intervention group.Each session lasted an average of 40 minutes. Motivational interviewing sessions were conducted with nine different groups consisting of five people in the intervention group.
Control Group
NO INTERVENTIONControl group did not receive any intervention other than the daily routine practices.
Interventions
Motivational interviews were administered as the intervention of the research. Motivational interviewing consists of two stages. In the first stage, the four principles of motivational interviewing (developing contradiction, showing empathy, supporting self-efficacy, and resolving resistance) are aimed at providing motivation in individuals. The second stage is strengthening the commitment to change.
Eligibility Criteria
You may qualify if:
- Being a ninth-grade student
- Being in the intention or pre-intention stage according the change assessment form
- Being addicted to digital games
- Having family approval
- Volunteering to participate in the research
You may not qualify if:
- Having any physical and mental illness
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Gazi Universitylead
Study Sites (1)
Şehit Muhammet Onur Demir Anadolu High School, Halis Gülle Anadolu High School
Sivas, Turkey (Türkiye)
Related Publications (1)
Jiang YS, Liu TH, Qin D, Wang ZP, He XY, Chen YN. Effects of non-pharmacological interventions on youth with internet addiction: a systematic review and meta-analysis of randomized controlled trials. Front Psychiatry. 2024 Jan 11;14:1327200. doi: 10.3389/fpsyt.2023.1327200. eCollection 2023.
PMID: 38274427BACKGROUND
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
December 2, 2024
First Posted
December 6, 2024
Study Start
December 11, 2023
Primary Completion
June 15, 2024
Study Completion
June 30, 2024
Last Updated
December 6, 2024
Record last verified: 2023-12
Data Sharing
- IPD Sharing
- Will not share