MedPath

Digital Game Addiction and Cyberbullying in Adolescents

Not Applicable
Active, not recruiting
Conditions
Level of Digital Game Addiction
Level of Cyberbullying
Interventions
Other: health education supported by motivational interviewing
Registration Number
NCT06241989
Lead Sponsor
Gazi University
Brief 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. 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.

Detailed Description

Not available

Recruitment & Eligibility

Status
ACTIVE_NOT_RECRUITING
Sex
All
Target Recruitment
48
Inclusion Criteria
  • Continuing 9th grade education
  • Volunteering to participate in the research
  • Being given permission by their families to participate in the study
Exclusion Criteria
  • Having problems understanding and speaking Turkish
  • Visual-hearing impairment
  • Having a neuropsychiatric disease

Study & Design

Study Type
INTERVENTIONAL
Study Design
PARALLEL
Arm && Interventions
GroupInterventionDescription
Interventionhealth education supported by motivational interviewingThe intervention group will receive health education supported by motivational interviewing.
Primary Outcome Measures
NameTimeMethod
Digital Game Addiction Scale-7twelfth 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-IItwelfth 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".

Secondary Outcome Measures
NameTimeMethod

Trial Locations

Locations (1)

Gazi University

🇹🇷

Ankara, Çankaya/Türkiye, Turkey

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