Digital Game AddictionSRDGANCT07423689
School-Based Self-Regulation Intervention for Digital Game Addiction and Sleep Deprivation
A study testing School-Based Self-Regulation Program in people with Digital Game Addiction and Sleep Deprivation, run by Turkan Akyol Guner at 2 sites in Turkey (Türkiye).
Trial summary
This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years. Read more about this study
- Who is it for?
- Ages 10 to 14 yearsHealthy volunteers can take part
- Conditions the study is for
- Digital Game Addiction, Sleep Deprivation, Problematic Digital Gaming
- What is being tested?
- School-Based Self-Regulation Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 110 participants
- Where
- 2 sitesTurkey (Türkiye)
- Study dates
- 5 Oct 2024to 25 Mar 2025
- 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
- Enrollment in one of the two selected public middle schools in the city center
- Aged 10-14 years
- Classified as "high-risk" for digital game addiction based on screening assessment
- Ability to understand and complete study questionnaires
- Written informed consent obtained from parents/guardians and assent from students
Who cannot join
- Diagnosed psychiatric or neurological disorder that may interfere with participation
- Currently receiving psychological or behavioral treatment targeting digital game use
- Inability to attend intervention sessions regularly
- Withdrawal of consent during the study
Trial locations and contacts
2 sites in 1 country.
Turkey (Türkiye)2 sites
Mithatpaşa İlkokulu
Zonguldak, 67100
Rüzgarlımeşe İlkokulu
Zonguldak, 67100
About this study
Official title: A School-Based Self-Regulation Intervention for Reducing Digital Game Addiction and Sleep Deprivation in Adolescents: A Cluster Randomized Controlled Trial
This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years. Excessive digital gaming has been associated with sleep problems, reduced academic performance, and emotional difficulties in adolescents.
In this cluster randomized controlled trial, two public middle schools were randomly assigned to either an intervention group or a control group. Students in the intervention group participated in a four-week classroom-based self-regulation training program focusing on goal setting, impulse control, time management, and healthy digital use habits.
Read more
The control group continued their usual school activities without additional intervention. Outcomes were assessed before the intervention and after completion using validated measures of digital game addiction and sleep deprivation.
The study aims to determine whether strengthening self-regulation skills can reduce problematic gaming behaviors and improve sleep outcomes in adolescents.
Read the detailed description
This cluster randomized controlled trial was conducted in two public middle schools located in the city center of Türkiye during the 2024-2025 academic year. Schools with similar socio-demographic characteristics were identified, and two schools were selected through a lottery method. One school was assigned to the intervention group and the other to the control group to minimize contamination between participants.
The study targeted students aged 10-14 years identified as being at high risk for digital game addiction based on screening assessments. The intervention consisted of four weekly classroom sessions grounded in Self-Regulation Theory. The program included structured activities focused on self-monitoring of digital gaming behaviors, goal setting, impulse control strategies, time management skills, and sleep hygiene awareness.
The control group did not receive the intervention during the study period and continued their routine school curriculum.
Primary outcomes included levels of digital game addiction and sleep deprivation, measured using validated and age-appropriate standardized scales. Assessments were conducted at baseline (pre-intervention) and after completion of the intervention.
The primary objective of the study is to evaluate the effectiveness of a theory-based school intervention in reducing digital game addiction and sleep deprivation among adolescents.
- Conditions
- Digital Game Addiction, Sleep Deprivation, Problematic Digital Gaming, Adolescent Behavioral Health
- Being tested
- School-Based Self-Regulation Program
- Keywords
- Self-Regulation, School-Based Intervention, Adolescents, Digital Gaming, Sleep Problems, Cluster Randomized Controlled Trial, Behavioral Intervention, Sleep Hygiene, Prevention Program
- Medical subject headings
- Sleep Deprivation, Self-Control, Parasomnias, Sleep Hygiene
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
School-Based Self-Regulation ProgramBehavioural
A school-based self-regulation intervention grounded in Self-Regulation Theory was delivered over four consecutive weeks. The program consisted of four structured classroom sessions (one session per week, approximately 40-45 minutes each) targeting self-monitoring, goal setting, impulse control, time management, and healthy digital use behaviors. Interactive activities, group discussions, and behavioral planning exercises were used. In addition, a parent/teacher informational seminar was conducted to support consistent behavioral reinforcement. The control group received no structured intervention during the study period.
| Study group | Role | What they receive |
|---|---|---|
| Self-Regulation Intervention Group | Experimental | Students enrolled in the intervention school who received a 4-week, classroom-based self-regulation training program designed to reduce digital game addiction and sleep deprivation. The intervention consisted of structured educational sessions grounded in Self-Regulation Theory. Receives: Behavioral: School-Based Self-Regulation Program |
| Control Group | No intervention | Students enrolled in the control school who continued their usual school activities and did not receive the self-regulation intervention during the study period. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Change in Digital Game Addiction Scores
Change in Digital Game Addiction Scale total scores from baseline to post-intervention between intervention and control groups.
Measured: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Secondary outcomes (1)
Change in Sleep Deprivation Scores
Change in Sleep Deprivation Scale for Children and Adolescents (SDS-C/A) total scores from baseline to post-intervention between intervention and control groups.
Measured: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted20 Feb 2026
- Study start5 Oct 2024
- Primary completion25 Mar 2025
- Study completion25 Mar 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Digital Game AddictionStudies 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
- Model description
- Among six public middle schools located in the city center with similar socio-demographic characteristics, two schools were selected using a lottery method. Schools were used as the unit of randomization (cluster level). Following selection, one school was randomly assigned to the intervention arm and the other to the control arm using a sealed-envelope technique conducted by an independent individual to ensure allocation concealment. Although randomization was performed at the school level, outcome assessments were conducted at the individual level.
- Masking
- None (open label)
- Enrolment
- 110 participants (actual)
Sponsor and investigators
- Lead sponsor
- Turkan Akyol Guner
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor-investigator, Turkan Akyol Guner, Zonguldak Bulent Ecevit University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07423689
- Sponsor's protocol ID
- SR-DGA-2024-TR
- Acronym
- SRDGA
- Status last verified
- Feb 2026
- First submitted
- 14 Feb 2026
- Last updated
- 20 Feb 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 20 Feb 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- A School-Based Self-Regulation Intervention for Reducing Digital Game Addiction and Sleep Deprivation in Adolescents: A Cluster Randomized Controlled Trial
- ClinicalTrials.gov ID
- NCT07423689
- Acronym / sponsor ID
- SRDGA / SR-DGA-2024-TR
- Conditions
- Digital Game Addiction, Sleep Deprivation, Problematic Digital Gaming, Adolescent Behavioral Health
- Keywords
- Self-Regulation, School-Based Intervention, Adolescents, Digital Gaming, Sleep Problems, Cluster Randomized Controlled Trial, Behavioral Intervention, Sleep Hygiene
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 110 participants (actual)
- Lead sponsor
- Turkan Akyol GunerUniversity, hospital or other
- Study start
- 5 Oct 2024 (actual)
- Primary completion
- 25 Mar 2025 (actual)
- Study completion
- 25 Mar 2025 (actual)
- First posted
- 20 Feb 2026 (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.
This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years. Excessive digital gaming has been associated with sleep problems, reduced academic performance, and emotional difficulties in adolescents.
In this cluster randomized controlled trial, two public middle schools were randomly assigned to either an intervention group or a control group. Students in the intervention group participated in a four-week classroom-based self-regulation training program focusing on goal setting, impulse control, time management, and healthy digital use habits.
The control group continued their usual school activities without additional intervention. Outcomes were assessed before the intervention and after completion using validated measures of digital game addiction and sleep deprivation.
The study aims to determine whether strengthening self-regulation skills can reduce problematic gaming behaviors and improve sleep outcomes in adolescents.
Detailed description
This cluster randomized controlled trial was conducted in two public middle schools located in the city center of Türkiye during the 2024-2025 academic year. Schools with similar socio-demographic characteristics were identified, and two schools were selected through a lottery method. One school was assigned to the intervention group and the other to the control group to minimize contamination between participants.
The study targeted students aged 10-14 years identified as being at high risk for digital game addiction based on screening assessments. The intervention consisted of four weekly classroom sessions grounded in Self-Regulation Theory. The program included structured activities focused on self-monitoring of digital gaming behaviors, goal setting, impulse control strategies, time management skills, and sleep hygiene awareness.
The control group did not receive the intervention during the study period and continued their routine school curriculum.
Primary outcomes included levels of digital game addiction and sleep deprivation, measured using validated and age-appropriate standardized scales. Assessments were conducted at baseline (pre-intervention) and after completion of the intervention.
The primary objective of the study is to evaluate the effectiveness of a theory-based school intervention in reducing digital game addiction and sleep deprivation among adolescents.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
- Model description
- Among six public middle schools located in the city center with similar socio-demographic characteristics, two schools were selected using a lottery method. Schools were used as the unit of randomization (cluster level). Following selection, one school was randomly assigned to the intervention arm and the other to the control arm using a sealed-envelope technique conducted by an independent individual to ensure allocation concealment. Although randomization was performed at the school level, outcome assessments were conducted at the individual level.
| Arm | Type | Receives |
|---|---|---|
| Self-Regulation Intervention Group | Experimental | Behavioral: School-Based Self-Regulation ProgramStudents enrolled in the intervention school who received a 4-week, classroom-based self-regulation training program designed to reduce digital game addiction and sleep deprivation. The intervention consisted of structured educational sessions grounded in Self-Regulation Theory. |
| Control Group | No intervention | –Students enrolled in the control school who continued their usual school activities and did not receive the self-regulation intervention during the study period. |
Who may qualify
- Ages
- 10 to 14 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (5 listed)
- Enrollment in one of the two selected public middle schools in the city center
- Aged 10-14 years
- Classified as "high-risk" for digital game addiction based on screening assessment
- Ability to understand and complete study questionnaires
- Written informed consent obtained from parents/guardians and assent from students
Key exclusion criteria (4 listed)
- Diagnosed psychiatric or neurological disorder that may interfere with participation
- Currently receiving psychological or behavioral treatment targeting digital game use
- Inability to attend intervention sessions regularly
- Withdrawal of consent during the study
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 |
|---|---|---|
| School-Based Self-Regulation ProgramA school-based self-regulation intervention grounded in Self-Regulation Theory was delivered over four consecutive weeks. The program consisted of four structured classroom sessions (one session per week, approximately 40-45 minutes each) targeting self-monitoring, goal setting, impulse control, time management, and healthy digital use behaviors. Interactive activities, group discussions, and behavioral planning exercises were used. In addition, a parent/teacher informational seminar was conducted to support consistent behavioral reinforcement. The control group received no structured intervention during the study period. | Behavioural | Self-Regulation Intervention Group |
Primary outcome
Change in Digital Game Addiction Scores
Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Change in Digital Game Addiction Scale total scores from baseline to post-intervention between intervention and control groups.
1 secondary outcome
Change in Sleep Deprivation Scores
Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
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 20 Feb 2026.
- Individual participant dataSharing planned: No
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.
2 sites in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing School-Based Self-Regulation Program in people with Digital Game Addiction and Sleep Deprivation, run by Turkan Akyol Guner at 2 sites 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 5 inclusion and 4 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 20 Feb 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 2 sites 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 in Digital Game Addiction Scores (time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up). 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 20 Feb 2026; AzTrials last refreshed its copy on 31 Oct 2026.