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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).

Completed

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

Official record
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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
What is being tested?
School-Based Self-Regulation Program
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

Other trials in Turkey (Türkiye)

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.

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 groups in NCT07423689
Study groupRoleWhat they receive
Self-Regulation Intervention GroupExperimentalStudents 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 GroupNo interventionStudents 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.

  1. 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)
  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.

  1. First posted20 Feb 2026
  2. Study start5 Oct 2024
  3. Primary completion25 Mar 2025
  4. Study completion25 Mar 2025

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
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)
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

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.

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