A School-Based Self-Regulation Intervention for Reducing Digital Game Addiction and Sleep Deprivation in Adolescents: A Cluster Randomized Controlled Trial
Overview
- Phase
- Not Applicable
- Status
- Completed
- Sponsor
- Turkan Akyol Guner
- Enrollment
- 110
- Locations
- 2
- Primary Endpoint
- Change in Digital Game Addiction Scores
Overview
Brief 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. 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
- Study Type
- Interventional
- Allocation
- Randomized
- Intervention Model
- Parallel
- Primary Purpose
- Prevention
- Masking
- None
Eligibility Criteria
- Ages
- 10 Years to 14 Years (Child)
- Sex
- All
- Accepts Healthy Volunteers
- Yes
Inclusion Criteria
- •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
Exclusion Criteria
- •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
Arms & Interventions
Self-Regulation Intervention Group
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.
Intervention: School-Based Self-Regulation Program (Behavioral)
Control Group
Students enrolled in the control school who continued their usual school activities and did not receive the self-regulation intervention during the study period.
Outcomes
Primary Outcomes
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.
Secondary Outcomes
- Change in Sleep Deprivation Scores(Baseline, 4 weeks (post-intervention), and 3 months follow-up)
Investigators
Turkan Akyol Guner
Associate Professor, Zonguldak Bulent Ecevit University Faculty of Health Sciences
Zonguldak Bulent Ecevit University