AzTrials
AzTrials

Digital TechnologyNCT05339035

Digital Game Addiction in Adolescents

A study testing Training based on IMB model, motivational interview technique, hippotherapy program in people with Digital Technology and Behavior, Addictive, run by Aslı Memis at 1 site in Turkey (Türkiye).

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
Search all trials

Trial 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… Read more about this study

Who is it for?
Ages 10 to 14 yearsHealthy volunteers can take part
What is being tested?
Training based on IMB model, motivational interview technique, hippotherapy program
Could I receive a placebo?
No, everyone receives an active treatment
How many people
62 participants
Where
1 siteTurkey (Türkiye)
Study dates
3 Feb 2023to 22 Apr 2024
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 10 to 14 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

  • 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

Who cannot join

  • 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

Trial locations and contacts

1 site in 1 country.

Turkey (Türkiye)1 site
  • Amasya University

    Amasya, Merkez, 05100

Other trials in Turkey (Türkiye)

About this study

Official title: The Effect of Information, Motivation, Behavioral Skills Model-Based Motivational İnterview and Hippotherapy Program on Adolescents' Digital Game Addiction Levels

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.

Read the detailed description

The research was designed as a "pretest-posttest control group design type" quasi-experimental.

The population of the research consists of 6908 students enrolled in 35 secondary schools in Amasya city center and continuing their formal education. Among the students, 1730 students were determined as 5th Grade, 1763 as 6th Grade, 1754 as 7th Grade and 1661 as 8th Grade. Considering the intensity of the program, the 8th grade students who are preparing for the high school entrance exam are planned to be excluded from the study in order not to affect the study results negatively and considering that they will graduate from their schools during the follow-up process to be made at the end of the research. Private schools, secondary school students for the hearing impaired, 12 secondary school students in villages and towns will be excluded from the study, on the grounds that socioeconomic factors do not mislead the research results. There are a total of 4443 students studying in the 5th, 6th and 7th grades in 19 schools to be included in the study.

Power analysis (G*Power 3.1.9.7) was performed on the basis of a similar study performed before in calculating the sample size of the study. As a result of the power analysis, when the effect size was taken as 0.50 for the effect size, the sample number determined for 0.80 power and 0.05 margin of error was calculated as a total of 54 individuals, with a minimum of 27 individuals for each group. Considering that there may be sample losses during the research process, when 20% of the sample is added to each group, it is aimed to reach a total of 64 students, 32 students in the experimental group and 32 students in the control group.

2 secondary schools will be determined from a neighborhood in the city center of Amasya, and the experimental control separation of the schools will be determined by drawing lots. Schools will be selected from the same neighborhood so that there is no difference in socioeconomic levels between schools. In order to prevent the experimental and control groups from being influenced by each other, 2 different schools will be selected. The determined sample group will be randomly selected among the students with a digital game addiction score of 73 and above by using the "Digital Game Addiction Scale", and the research will be carried out with students who volunteer. Randomization will be done using the https://www.randomizer.org/ website.

Students in the experimental group will be trained according to the IMB model, motivational interviews will be made only with the experimental group, and the students will be included in 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.

Being tested
Training based on IMB model, motivational interview technique, hippotherapy program
Keywords
Digital Technology, Behavior, Addictive, Adolescent, Motivation
Medical subject headings
Behavior, Addictive

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Training based on IMB model, motivational interview technique, hippotherapy programBehavioural

    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.

Study groups in NCT05339035
Study groupRoleWhat they receive
experimental groupExperimentalIn 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.
Receives: Behavioral: Training based on IMB model, motivational interview technique, hippotherapy program
control groupNo interventionattempt will not be implemented.

What is being measured

The primary outcome is the main question the study is designed to answer.

  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).

    Measured: Baseline and Week 8

Secondary outcomes (1)
  1. Change from baseline in the 12-item Digital Game Addiction Awareness Scale score in 8 weeks.

    The Digital Game Addiction Awareness Scale is a validated, self-report tool that assesses the level of awareness of digital game addiction. The lowest score that can be obtained from the scale is "12" and the highest score is "60". Change = ( Week 8 score - Baseline score).

    Measured: Baseline and Week 8

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted21 Apr 2022
  2. Study start3 Feb 2023
  3. Primary completion26 Dec 2023
  4. Study completion22 Apr 2024

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Supportive care
Allocation
Randomised
Intervention model
Parallel groups
Masking
Double blind
Who is masked
Participant, Outcomes assessor
Enrolment
62 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05339035
Sponsor's protocol ID
lecturer
Status last verified
Apr 2022
First submitted
10 Mar 2022
Last updated
18 Dec 2024
Results posted
No
Data monitoring committee
Yes
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: 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

Publications

  • 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.

    PubMed 40449239

Questions about this trial

What is this clinical trial studying?

A study testing Training based on IMB model, motivational interview technique, hippotherapy program in people with Digital Technology and Behavior, Addictive, run by Aslı Memis at 1 site in Turkey (Türkiye).

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 6 inclusion and 6 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 18 Dec 2024. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Change from baseline in the 24-item Digital Game Addiction Scale score for Children at 8 weeks. (time frame: Baseline and Week 8). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT05339035, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 18 Dec 2024.

Free account

Log in to keep searching

You’ve used your 3 free searches. AzTrials is free: log in or create a free account to keep searching clinical trials and save the ones you want to follow.

Create a free accountLog in