Level of Digital Game AddictionNCT06241989
Digital Game Addiction and Cyberbullying in Adolescents
A study testing health education supported by motivational interviewing in people with Level of Digital Game Addiction and Level of Cyberbullying, run by Gazi University at 1 site in Turkey (Türkiye).
Trial summary
With the widespread use of technology and internet, digital game addiction and cyberbullying behaviors have increased among adolescents. Effective interventions are needed to prevent these behaviors. Read more about this study
- Who is it for?
- Ages 14 to 16 yearsHealthy volunteers can take part
- Conditions the study is for
- Level of Digital Game Addiction, Level of Cyberbullying
- What is being tested?
- health education supported by motivational interviewing
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 48 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 15 Apr 2024to 1 Sep 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 14 to 16 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- Continuing 9th grade education
- Volunteering to participate in the research
- Being given permission by their families to participate in the study
Who cannot join
- Having problems understanding and speaking Turkish
- Visual-hearing impairment
- Having a neuropsychiatric disease
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Gazi University
Ankara, Çankaya/Türkiye, 06490
About this study
Official title: Motivational Interviewing Supported Health Education on Digital Game Addiction and Cyberbullying inAdolescents Impact on Behavior
With the widespread use of technology and internet, digital game addiction and cyberbullying behaviors have increased among adolescents. Effective interventions are needed to prevent these behaviors. The aim of the study is to determine the effect of health education supported by motivational interviewing on digital game addiction and cyberbullying behaviors in adolescents. The research will be conducted with a randomized controlled trial design. The intervention group will receive six sessions of motivational interviewing-supported health education. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing. It is planned that each session will be 35 minutes and the sessions will be implemented one week apart.
- Being tested
- health education supported by motivational interviewing
- Keywords
- digital game addiction, cyberbullying, adolescent, motivational interview, health education
- Medical subject headings
- Cyberbullying, Health Education
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
health education supported by motivational interviewingOther
The intervention group will receive health education supported by motivational interviewing consisting of 6 sessions. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing.
| Study group | Role | What they receive |
|---|---|---|
| Intervention | Experimental | The intervention group will receive health education supported by motivational interviewing. Receives: Other: health education supported by motivational interviewing |
| Control | No intervention | Not described |
What is being measured
The primary outcome is the main question the study is designed to answer.
Digital Game Addiction Scale-7
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Measured: baseline
Revised Cyberbullying Inventory-II
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Measured: baseline
Digital Game Addiction Scale-7
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Measured: first week
Revised Cyberbullying Inventory-II
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Measured: first week
Digital Game Addiction Scale-7
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Measured: twelfth week
Revised Cyberbullying Inventory-II
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Measured: twelfth week
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 Feb 2024
- Study start15 Apr 2024
- Primary completion31 May 2024
- Study completion1 Sep 2024 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Level of Digital Game AddictionStudies of the same condition, open and under way.
- More trials run by Gazi UniversityThe sponsor's other registered studies.
- 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
- 48 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Gazi University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Sultan Ayaz Alkaya, Gazi University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06241989
- Sponsor's protocol ID
- 2023 - 1035
- Status last verified
- Jul 2024
- First submitted
- 26 Jan 2024
- Last updated
- 26 Jul 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 26 Jul 2024. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Motivational Interviewing Supported Health Education on Digital Game Addiction and Cyberbullying inAdolescents Impact on Behavior
- ClinicalTrials.gov ID
- NCT06241989
- Acronym / sponsor ID
- 2023 - 1035
- Keywords
- digital game addiction, cyberbullying, adolescent, motivational interview, health education
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 48 participants (estimated)
- Lead sponsor
- Gazi UniversityUniversity, hospital or other
- Study start
- 15 Apr 2024 (actual)
- Primary completion
- 31 May 2024 (actual)
- Study completion
- 1 Sep 2024 (estimated)
- First posted
- 5 Feb 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.
With the widespread use of technology and internet, digital game addiction and cyberbullying behaviors have increased among adolescents. Effective interventions are needed to prevent these behaviors. The aim of the study is to determine the effect of health education supported by motivational interviewing on digital game addiction and cyberbullying behaviors in adolescents. The research will be conducted with a randomized controlled trial design. The intervention group will receive six sessions of motivational interviewing-supported health education. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing. It is planned that each session will be 35 minutes and the sessions will be implemented one week apart.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Intervention | Experimental | Other: health education supported by motivational interviewingThe intervention group will receive health education supported by motivational interviewing. |
| Control | No intervention | – |
Who may qualify
- Ages
- 14 to 16 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (3 listed)
- Continuing 9th grade education
- Volunteering to participate in the research
- Being given permission by their families to participate in the study
Key exclusion criteria (3 listed)
- Having problems understanding and speaking Turkish
- Visual-hearing impairment
- Having a neuropsychiatric disease
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 |
|---|---|---|
| health education supported by motivational interviewingThe intervention group will receive health education supported by motivational interviewing consisting of 6 sessions. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing. | Other | Intervention |
Primary outcome
Digital Game Addiction Scale-7
Time frame: baseline
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Revised Cyberbullying Inventory-II
Time frame: baseline
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Digital Game Addiction Scale-7
Time frame: first week
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Revised Cyberbullying Inventory-II
Time frame: first week
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Digital Game Addiction Scale-7
Time frame: twelfth week
The scale consists of a total of seven items and has a five-point Likert scale. The respondent is asked to choose one of the options "never= 1", "rarely= 2", "sometimes= 3", "often= 4", "always= 5". The lowest score that can be obtained from the scale is 7 and the highest score is 35. Two methods, monothetic and polythetic, are used to determine the gaming addiction status. In the monothetic method, if the individual who answers the questionnaire gives a score of 3 (sometimes) or more to all items, and in the polythetic method, if he/she gives a score of 3 (sometimes) or more to at least four of all items, he/she is characterized as a game addict.
Revised Cyberbullying Inventory-II
Time frame: twelfth week
Participants answer the 10 items presented in two parallel forms twice on a 4-point scale (1 = never, 2 = once, 3 = two or three times, 4 = more than three times) to evaluate the cyberbullying behaviors they have done and been exposed to. The lowest score that can be obtained from the inventory is 10 and the highest score is 40. If the participants in the study mark any of the 10 items in the "I did it" section of the inventory with a score of at least "2 points = once" or higher, they are classified as "Cyber Bully". If the participants mark "1 point = Never" for all 10 items in the "I did it" section of the inventory, they are classified as "Never Cyberbullied".
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 26 Jul 2024.
Related trials for Level of Digital Game Addiction
Active, not recruiting
Mindfulness-Based Stress Reduction for Adolescents: Effects on Game Addiction, Stress, and Sleep
Adolescent Behaviour Disorder, Stress Reduction
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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing health education supported by motivational interviewing in people with Level of Digital Game Addiction and Level of Cyberbullying, run by Gazi 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: status not confirmed, as of the sponsor's last update on 26 Jul 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?
Results are not available in the source record.
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 Scale-7 (time frame: baseline). The study lists 6 primary outcomes in all. 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 26 Jul 2024.