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Digital Game Addiction and Cyberbullying in Adolescents

Motivational Interviewing Supported Health Education on Digital Game Addiction and Cyberbullying inAdolescents Impact on Behavior

Status
Active, not recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06241989
Enrollment
48
Registered
2024-02-05
Start date
2024-04-15
Completion date
2024-09-01
Last updated
2024-07-26

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Level of Cyberbullying, Level of Digital Game Addiction

Keywords

digital game addiction, cyberbullying, adolescent, motivational interview, health education

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.

Interventions

OTHERhealth education supported by motivational interviewing

The intervention group will receive health education supported by motivational interviewing consisting of 6 sessions. Within the scope of the intervention, the first two sessions will be health education and the last four sessions will be motivational interviewing.

Sponsors

Gazi University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
14 Years to 16 Years
Healthy volunteers
Yes

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

Design outcomes

Primary

MeasureTime frameDescription
Digital Game Addiction Scale-7baselineThe 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-IIbaselineParticipants 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.

Countries

Turkey (Türkiye)

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026