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临床试验/NCT06721702
NCT06721702已完成不适用

The Effect of Motivational Interviewing on Internet Addiction and Digital Game Addiction in Adolescents

Gazi University1 个研究点 分布在 1 个国家目标入组 88 人开始时间: 2023年12月11日最近更新:
适应症
干预措施

试验速览

阶段
不适用
状态
已完成
入组人数
88
试验地点
1
主要终点
Internet Addiction

研究概览

简要总结

The increasing use of the internet makes understanding games among adolescents different by moving it to the virtual environment and increases the digital game addiction risk. Especially among adolescents, digital games have become a popular activity and often a means of socialization. With the widespread use of smartphones, digital gaming has transformed from computer and console-based to a multi-platform activit. In addition, long-term digital games cause symptoms such as anxiety and depression through increased interpersonal loneliness and decreased relationships. This situation has caused recent research to focus on the effects of digital gaming activities on individuals.

详细描述

Internet addiction and digital game addiction, which are the negative side of rapidly developing digital technologies and increasing internet accessibility, are of global concern. Therefore, implementing interventions for internet and digital game addiction can be an effective approach to prevent physical, mental, environmental, and social problems caused by addiction. In this context, it is predicted that motivational interviewing may be an appropriate approach in combating internet and digital game addiction. Motivational interviewing is a client-centered psychotherapeutic approach that helps the person with ambivalence make positive decisions, achieve specific and better goals, and increase internal motivation for change. It is thought that motivational interviewing could contribute to reducing addictive behaviors by evaluating the effect of motivational interviewing on both internet addiction and digital game addiction at the same time.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Parallel
主要目的
Basic Science
盲法
None

入排标准

年龄范围
14 Years 至 16 Years(Child)
性别
All
接受健康志愿者
是

入选标准

  • •Being a ninth-grade student
  • •Being in the intention or pre-intention stage according the change assessment form
  • •Being addicted to digital games
  • •Having family approval
  • •Volunteering to participate in the research

排除标准

  • •Having any physical and mental illness

研究组 & 干预措施

Intervention group: Motivational Interviewing

Experimental

The motivational interview, consisting of six sessions, including the preparation session, was applied to the intervention group.Each session lasted an average of 40 minutes. Motivational interviewing sessions were conducted with nine different groups consisting of five people in the intervention group.

干预措施: Motivational interviewing (Behavioral)

Control Group

No Intervention

Control group did not receive any intervention other than the daily routine practices.

结局指标

主要结局

Internet Addiction

时间窗: 6 months up to July 2024

Internet Addiction Test Short Form (YIBT-SF) was developed by Young (1998). It was converted into a short form by Pawlikowski et al (2013). It is a 5-point Likert-type scale consisting of 12 items and a single factor adapted into Turkish by Kutlu et al. in 2016. The scores obtained from the scale vary between 12 and 60. High scores obtained from the scale indicate a high level of dependency. The Cronbach's alpha coefficient obtained in the reliability study was found to be 0.86 in adolescents.

Digital Game Addiction

时间窗: 6 months up to July 2024

The Digital Game Addiction Scale (DGAS) was developed by Lemmens et al. (2009) to determine the problematic digital game playing behaviors of adolescents aged 12 - 18 years. The scale is a seven-item short form of the DGAS - 21, consisting of 21 items and seven sub-dimensions. The validity and reliability study of the Turkish version of the scale was conducted by Irmak and Erdoğan (2015). The validity and reliability values of the original DGAS were 0.92 for Cronbach 's alpha. The assessment is made using monoethic and polyethic diagnoses. According to the monothetic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on all seven items; according to the polyethic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on at least four of the seven items.

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Sultan Ayaz Alkaya

Professor

Gazi University

研究点 (1)

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