The Effect of a Mindfulness-Based Stress Reduction Program on Digital Game Addiction Levels, Perceived Stress, and Sleep Quality in Adolescents
Overview
- Phase
- Not Applicable
- Status
- Active, not recruiting
- Sponsor
- Muş Alparslan University
- Enrollment
- 80
- Locations
- 1
- Primary Endpoint
- Digital Game Addiction Score
Overview
Brief Summary
This randomized controlled trial investigated the impact of a Mindfulness-Based Stress Reduction (MBSR) program on digital game addiction, perceived stress, and sleep quality among adolescents. The primary research questions were as follows: Does the Mindfulness-Based Stress Reduction Program influence adolescents' levels of digital game addiction? Does the Mindfulness-Based Stress Reduction Program affect adolescents' perceived stress levels? Does the Mindfulness-Based Stress Reduction Program impact adolescents' sleep quality? Participants, aged 12-16, will be randomly allocated to either an intervention group, which will undergo an 8-week MBSR program, or a control group, which will continue with routine school activities. The MBSR program comprises weekly 40-minute sessions that include breath awareness, body scanning, mindful movement, and emotion regulation exercises. Data will be collected using the Digital Game Addiction Scale, Perceived Stress Scale, and Pittsburgh Sleep Quality Index at both the pretest and posttest stages. This study is anticipated to contribute to the development of preventive strategies for behavioral addictions and enhance the emotional well-being and sleep patterns of adolescents.
Detailed Description
The Mindfulness-Based Stress Reduction (MBSR) program is a structured behavioral intervention aimed at enhancing awareness and emotional regulation through mindfulness practices. This study assessed the efficacy of an 8-week MBSR program implemented in high school settings in Muş, Turkey. A total of 80 adolescents (40 intervention and 40 control) will voluntarily participate in the study. The intervention group will engage in mindfulness sessions concentrating on "being present," "breath awareness," "accepting difficult emotions," and "self-compassion." Each session will have a duration of approximately 40 min per week. Ethical approval was obtained from the Atatürk University Non-Interventional Clinical Research Ethics Committee (Decision No: 2025/461). The anticipated findings aim to provide evidence supporting the use of mindfulness-based interventions to enhance adolescent mental health and prevent digital gaming addiction.
Study Design
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Treatment
- Masking
- Double (Participant, Outcomes Assessor)
Eligibility Criteria
- Ages
- 12 Years to 16 Years (Child)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •Adolescents aged between 12 and 16 years
- •Enrolled in a high school under the Muş Provincial Directorate of National Education
- •Voluntarily agreed to participate and provided informed consent (along with parental consent)
- •Able to attend all eight weeks of the mindfulness sessions
- •Sufficient literacy and comprehension to complete self-report questionnaires
Exclusion Criteria
- •Diagnosed psychiatric, neurological, or developmental disorder
- •Currently receiving psychological therapy or participating in another behavioral program
- •Regular use of medication that affects sleep, mood, or cognitive function
- •Absence from more than two MBSR sessions
- •Declined or withdrew consent during the study period
Outcomes
Primary Outcomes
Digital Game Addiction Score
Time Frame: Baseline (Week 0) and Post-intervention (Week 8)
Measured by the Digital Game Addiction Scale. Score range: 7 (minimum) to 35 (maximum). Higher scores indicate worse outcomes, representing higher levels of digital game addiction.
Secondary Outcomes
- Perceived Stress Score(Baseline (Week 0) and Post-intervention (Week 8))
- Sleep Quality Score(Baseline (Week 0) and Post-intervention (Week 8))