Game Addiction, VideoNCT06188117
Efficacy of Digital Game Addiction Awareness Training for Parent
A study testing 'Digital Game Addiction Awareness Training' in people with Game Addiction, Video, run by Maltepe University at 1 site in Turkey (Türkiye).
Trial summary
The study will be conducted with the randomized controlled experimental method. The purpose of this research is to determine the effect of digital game addiction awareness training given to parents of 6th-grade secondary school students on their parents' awareness levels of digital game addiction. Read more about this study
- Who is it for?
- Ages 18 to 43 yearsHealthy volunteers can take part
- Conditions the study is for
- Game Addiction, Video
- What is being tested?
- 'Digital Game Addiction Awareness Training'
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 73 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 5 Jan 2024to 10 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 18 to 43 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Being between the ages of 18 and 43,
- No auditory, visual, or mental problems that would affect communication
- Speaking and understanding Turkish at native level
Who cannot join
- Being younger than 18 years old and older than 43 years old,
- Having auditory, visual, or mental problems that would affect communication
- Not speaking and understanding Turkish at native level
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effect of Digital Game Addiction Awareness Training Given to Parents of Secondary School Students on the Awareness Level of Parents
The study will be conducted with the randomized controlled experimental method. The purpose of this research is to determine the effect of digital game addiction awareness training given to parents of 6th-grade secondary school students on their parents' awareness levels of digital game addiction. Parents will be randomly assigned to groups by lottery method. After the randomization parents of students in the intervention group will be given 'Digital Game Addiction Awareness Training'. The digital game addiction awareness level of all parents will be determined with the 'Digital Game Addiction Awareness Scale' before and 3 months after the training. Parents in the control group will not be educated. The digital game addiction awareness level of the parents in the control group will be determined with the 'Digital Game Addiction Awareness Scale' when they are included in the research and 3 months later.
Read the detailed description
The use of technological devices such as computers, tablets and smartphones is increasing day by day all over the world. With the widespread use of these high-tech devices and the internet in the last 20 years, digital games have become popular as a leisure activity, especially among children and adolescents. Although digital games provide cognitive, social and emotional benefits such as improving hand-eye coordination, three-dimensional thinking, coping with stress, increasing decision-making speed and facilitating learning, excessive digital gaming can lead to psychosocial and medical problems. One of the most important problems that may develop as a result of uncontrolled use of online and offline games is digital game addiction.
Considering the addiction of digital games, it is very important to raise awareness and awareness of both children and their parents in order to protect children from the risks of digital games and to ensure that they play the games they play in a controlled manner. One of the important methods of raising awareness is to provide training to individuals on the subject for which awareness is desired. In this regard, this research was planned to examine the effect of digital game addiction awareness training on creating and increasing awareness of digital game addiction in the parents of secondary school students.
- Conditions
- Game Addiction, Video
- Being tested
- 'Digital Game Addiction Awareness Training'
- Keywords
- digital game addiction, school, parent
- Medical subject headings
- Technology Addiction
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
'Digital Game Addiction Awareness Training'Other
Experimental Group The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours.
The training program will be implemented in line with the headings 'Digital Game Addiction Definition, Diagnostic Criteria, Frequency, Symptoms, Physical, Psychological and Social Problems Caused by Excessive Digital Game Playing, Recommendations for Parents to Prevent Digital Game Addiction'.
| Study group | Role | What they receive |
|---|---|---|
| Experimental Group | Experimental | The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours. Receives: Other: 'Digital Game Addiction Awareness Training' |
| Control Group | No intervention | The digital Game Addiction Awareness Training program will not be applied to parents in the control group. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Digital Game Addiction Awareness Scale
Parents' digital game addiction awareness levels will be evaluated with the 'Digital Game Addiction Awareness Scale'. The scale is used to determine the awareness levels of individuals between the ages of 18-43 regarding digital game addiction. The scale, which consists of a total of 12 items, has two sub-dimensions: 'Internal Awareness' and 'External Awareness'. The items of the 5-point Likert type scale are rated as "1-strongly disagree", "2-disagree", "3-undecided", "4-agree" and "5-strongly agree". The scores that can be obtained from the scale vary between 12 and 60. A total scale score of the participants between 12 and 28 indicates a low level of awareness, a score between 29 and 44 indicates a moderate level of awareness, and a score between 45 and 60 indicates a high level of awareness of digital game addiction.
Measured: Baseline and 3 months after the Digital Game Addiction Awareness Training.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted3 Jan 2024
- Study start5 Jan 2024
- Primary completion10 Jan 2024
- Study completion10 Apr 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Game Addiction, VideoStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 73 participants (actual)
Sponsor and investigators
- Lead sponsor
- Maltepe University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zeynep Erkut, Maltepe University
- Investigators
- Emine Ekici, PhD, Principal investigator, Maltepe UniversityZeynep Aközlü, MSc, Principal investigator, Maltepe University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06188117
- Sponsor's protocol ID
- 2023/16-02
- Status last verified
- Jun 2024
- First submitted
- 18 Dec 2023
- Last updated
- 4 Jun 2024
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 4 Jun 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Digital Game Addiction Awareness Training Given to Parents of Secondary School Students on the Awareness Level of Parents
- ClinicalTrials.gov ID
- NCT06188117
- Acronym / sponsor ID
- 2023/16-02
- Conditions
- Game Addiction, Video
- Keywords
- digital game addiction, school, parent
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 73 participants (actual)
- Lead sponsor
- Maltepe UniversityUniversity, hospital or other
- Study start
- 5 Jan 2024 (actual)
- Primary completion
- 10 Jan 2024 (actual)
- Study completion
- 10 Apr 2024 (actual)
- First posted
- 3 Jan 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The study will be conducted with the randomized controlled experimental method. The purpose of this research is to determine the effect of digital game addiction awareness training given to parents of 6th-grade secondary school students on their parents' awareness levels of digital game addiction. Parents will be randomly assigned to groups by lottery method. After the randomization parents of students in the intervention group will be given 'Digital Game Addiction Awareness Training'. The digital game addiction awareness level of all parents will be determined with the 'Digital Game Addiction Awareness Scale' before and 3 months after the training. Parents in the control group will not be educated. The digital game addiction awareness level of the parents in the control group will be determined with the 'Digital Game Addiction Awareness Scale' when they are included in the research and 3 months later.
Detailed description
The use of technological devices such as computers, tablets and smartphones is increasing day by day all over the world. With the widespread use of these high-tech devices and the internet in the last 20 years, digital games have become popular as a leisure activity, especially among children and adolescents. Although digital games provide cognitive, social and emotional benefits such as improving hand-eye coordination, three-dimensional thinking, coping with stress, increasing decision-making speed and facilitating learning, excessive digital gaming can lead to psychosocial and medical problems. One of the most important problems that may develop as a result of uncontrolled use of online and offline games is digital game addiction.
Considering the addiction of digital games, it is very important to raise awareness and awareness of both children and their parents in order to protect children from the risks of digital games and to ensure that they play the games they play in a controlled manner. One of the important methods of raising awareness is to provide training to individuals on the subject for which awareness is desired. In this regard, this research was planned to examine the effect of digital game addiction awareness training on creating and increasing awareness of digital game addiction in the parents of secondary school students.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Experimental Group | Experimental | Other: 'Digital Game Addiction Awareness Training'The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours. |
| Control Group | No intervention | –The digital Game Addiction Awareness Training program will not be applied to parents in the control group. |
Who may qualify
- Ages
- 18 to 43 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (3 listed)
- Being between the ages of 18 and 43,
- No auditory, visual, or mental problems that would affect communication
- Speaking and understanding Turkish at native level
Key exclusion criteria (3 listed)
- Being younger than 18 years old and older than 43 years old,
- Having auditory, visual, or mental problems that would affect communication
- Not speaking and understanding Turkish at native level
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| 'Digital Game Addiction Awareness Training'Experimental Group The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours. The training program will be implemented in line with the headings 'Digital Game Addiction Definition, Diagnostic Criteria, Frequency, Symptoms, Physical, Psychological and Social Problems Caused by Excessive Digital Game Playing, Recommendations for Parents to Prevent Digital Game Addiction'. | Other | Experimental Group |
Primary outcome
Digital Game Addiction Awareness Scale
Time frame: Baseline and 3 months after the Digital Game Addiction Awareness Training.
Parents' digital game addiction awareness levels will be evaluated with the 'Digital Game Addiction Awareness Scale'. The scale is used to determine the awareness levels of individuals between the ages of 18-43 regarding digital game addiction. The scale, which consists of a total of 12 items, has two sub-dimensions: 'Internal Awareness' and 'External Awareness'. The items of the 5-point Likert type scale are rated as "1-strongly disagree", "2-disagree", "3-undecided", "4-agree" and "5-strongly agree". The scores that can be obtained from the scale vary between 12 and 60. A total scale score of the participants between 12 and 28 indicates a low level of awareness, a score between 29 and 44 indicates a moderate level of awareness, and a score between 45 and 60 indicates a high level of awareness of digital game addiction.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 4 Jun 2024.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Emine Ekici, PhD principal investigator
Maltepe University
Zeynep Aközlü, MSc principal investigator
Maltepe University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing 'Digital Game Addiction Awareness Training' in people with Game Addiction, Video, run by Maltepe University 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 3 inclusion and 3 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 4 Jun 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?
Digital Game Addiction Awareness Scale (time frame: Baseline and 3 months after the Digital Game Addiction Awareness Training.). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
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 4 Jun 2024.