NCT06767826

Brief Summary

On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents. Care based on the salutogenesis model has never been studied in the world, but in Turkey, Uzdil et al. used the model in patient care by adapting it to care. Additionally, studies have suggested designing school-based intervention programs to prevent and reduce digital game addiction. In this context, the aim of the study is to improve coping with stress and eliminate digital game addiction by strengthening the sense of integrity of Care Based on the Salutogenesis Model in Preventing Digital Game Addiction in Adolescents.

Trial Health

55
Monitor

Trial Health Score

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

Trial has exceeded expected completion date
Enrollment
30

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Apr 2024

Geographic Reach
1 country

1 active site

Status
active not recruiting

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

April 1, 2024

Completed
4 months until next milestone

First Submitted

Initial submission to the registry

July 18, 2024

Completed
6 months until next milestone

First Posted

Study publicly available on registry

January 10, 2025

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 1, 2025

Completed
4 months until next milestone

Study Completion

Last participant's last visit for all outcomes

July 1, 2025

Completed
Last Updated

January 10, 2025

Status Verified

January 1, 2025

Enrollment Period

11 months

First QC Date

July 18, 2024

Last Update Submit

January 9, 2025

Conditions

Outcome Measures

Primary Outcomes (1)

  • stress coping skills in adolescents

    The highest score that can be obtained in active and avoidant coping styles is 12 points and in negative coping style is 9 points, while the lowest score is 0 in all subscales. The higher the score of a coping strategy, the more actively it is used.

    3 months after the pre-test application to the intervention group (in the 1st month after the maintenance program), 6-month follow-up purposes. The adolescents' 3rd month follow-up and 6th month

Secondary Outcomes (1)

  • a sense of integrity in adolescents

    3 months after the pre-test application to the intervention group (in the 1st month after the maintenance program), 6-month follow-up purposes. The adolescents' 3rd month follow-up and 6th month

Study Arms (2)

Experiment

EXPERIMENTAL

For the pre-test data, the Introductory Information Form, DOBÖ-7, EBÇÖ and BDİ were applied to the intervention group. After the pre-test, 45-60 minute sessions will be held once a week through home visits to the adolescents in the intervention group and an 8-week individual care program specific to each individual will be applied. In this program, the sense of integrity, digital game addiction and what addiction brings to life will be addressed in the first two weeks, the needs and requirements of the adolescents will be determined and care will be provided to the adolescents in line with the salutogenesis model and the care guide adapted to digital game addiction.

Behavioral: Salutogenesis Models

Control

NO INTERVENTION

The adolescents in the control group will be introduced in the guidance room at school, explanations will be made and pre-test data will be taken. For the pre-test data, the Introductory Information Form, DOBÖ-7, EBÇÖ and BÖ will be applied to the control group. No intervention will be made to the adolescents in the control group throughout the process, their education at school will continue. If the adolescents have questions about the data forms, they will be answered. After the pre-test application, DOBÖ-7, EBÇÖ and BÖ will be applied to the adolescents again in the 3rd and 6th months. The 3rd month follow-up and 6th month follow-up measurements of the adolescents will be completed in the guidance room at school. The "handbook for preventing digital game addiction in adolescents" will be given to the control group at school after the 6th month follow-up measurement.

Interventions

On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents.

Experiment

Eligibility Criteria

Age15 Years - 18 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • Having education at high school level,
  • Volunteer to participate in the study,
  • Having received at least 13 to 35 points from the digital game addiction scale using the polythetic method,
  • Having no history of psychiatric illness in his/her CV,
  • Does not have aphasia or any other problem that may prevent communication, students will be included in the research.

You may not qualify if:

  • Previously participated in a care program based on the salutogenesis model,
  • Students with a digital game addiction scale score below 13 points will not be included in the study.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Eda Albayrak Günday

Kayseri, Turkey (Türkiye)

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
SUPPORTIVE CARE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Research Assistant Doctor

Study Record Dates

First Submitted

July 18, 2024

First Posted

January 10, 2025

Study Start

April 1, 2024

Primary Completion

March 1, 2025

Study Completion

July 1, 2025

Last Updated

January 10, 2025

Record last verified: 2025-01

Data Sharing

IPD Sharing
Will not share

Locations