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临床试验/NCT06188117
NCT06188117已完成不适用

The Effect of Digital Game Addiction Awareness Training Given to Parents of Secondary School Students on the Awareness Level of Parents

Maltepe University1 个研究点 分布在 1 个国家目标入组 73 人开始时间: 2024年1月5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
73
试验地点
1
主要终点
Digital Game Addiction Awareness Scale

研究概览

简要总结

The study will be conducted with the randomized controlled experimental method. The purpose of this research is to determine the effect of digital game addiction awareness training given to parents of 6th-grade secondary school students on their parents' awareness levels of digital game addiction. Parents will be randomly assigned to groups by lottery method. After the randomization parents of students in the intervention group will be given 'Digital Game Addiction Awareness Training'. The digital game addiction awareness level of all parents will be determined with the 'Digital Game Addiction Awareness Scale' before and 3 months after the training. Parents in the control group will not be educated. The digital game addiction awareness level of the parents in the control group will be determined with the 'Digital Game Addiction Awareness Scale' when they are included in the research and 3 months later.

详细描述

The use of technological devices such as computers, tablets and smartphones is increasing day by day all over the world. With the widespread use of these high-tech devices and the internet in the last 20 years, digital games have become popular as a leisure activity, especially among children and adolescents. Although digital games provide cognitive, social and emotional benefits such as improving hand-eye coordination, three-dimensional thinking, coping with stress, increasing decision-making speed and facilitating learning, excessive digital gaming can lead to psychosocial and medical problems. One of the most important problems that may develop as a result of uncontrolled use of online and offline games is digital game addiction.

Considering the addiction of digital games, it is very important to raise awareness and awareness of both children and their parents in order to protect children from the risks of digital games and to ensure that they play the games they play in a controlled manner. One of the important methods of raising awareness is to provide training to individuals on the subject for which awareness is desired. In this regard, this research was planned to examine the effect of digital game addiction awareness training on creating and increasing awareness of digital game addiction in the parents of secondary school students.

研究设计

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

入排标准

年龄范围
18 Years 至 43 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • Being between the ages of 18 and 43,
  • No auditory, visual, or mental problems that would affect communication
  • Speaking and understanding Turkish at native level

排除标准

  • Being younger than 18 years old and older than 43 years old,
  • Having auditory, visual, or mental problems that would affect communication
  • Not speaking and understanding Turkish at native level

研究组 & 干预措施

Experimental Group

Experimental

The 'Digital Game Addiction Awareness Training' program will be implemented in 2 sessions in 1 day for a total of 2 hours.

干预措施: 'Digital Game Addiction Awareness Training' (Other)

Control Group

No Intervention

The digital Game Addiction Awareness Training program will not be applied to parents in the control group.

结局指标

主要结局

Digital Game Addiction Awareness Scale

时间窗: Baseline and 3 months after the Digital Game Addiction Awareness Training.

Parents' digital game addiction awareness levels will be evaluated with the 'Digital Game Addiction Awareness Scale'. The scale is used to determine the awareness levels of individuals between the ages of 18-43 regarding digital game addiction. The scale, which consists of a total of 12 items, has two sub-dimensions: 'Internal Awareness' and 'External Awareness'. The items of the 5-point Likert type scale are rated as "1-strongly disagree", "2-disagree", "3-undecided", "4-agree" and "5-strongly agree". The scores that can be obtained from the scale vary between 12 and 60. A total scale score of the participants between 12 and 28 indicates a low level of awareness, a score between 29 and 44 indicates a moderate level of awareness, and a score between 45 and 60 indicates a high level of awareness of digital game addiction.

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

Zeynep Erkut

Assistant Professor, PhD

Maltepe University

研究点 (1)

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