The Effect of Care Based on the Salutogenesis Model

NCT06767826 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 30

Last updated 2025-01-10

No results posted yet for this study

Summary

On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents. Care based on the salutogenesis model has never been studied in the world, but in Turkey, Uzdil et al. used the model in patient care by adapting it to care. Additionally, studies have suggested designing school-based intervention programs to prevent and reduce digital game addiction. In this context, the aim of the study is to improve coping with stress and eliminate digital game addiction by strengthening the sense of integrity of Care Based on the Salutogenesis Model in Preventing Digital Game Addiction in Adolescents.

Conditions

  • Supportive Care

Interventions

BEHAVIORAL

Salutogenesis Models

On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents.

Sponsors & Collaborators

  • TC Erciyes University

    lead OTHER

Study Design

Allocation
RANDOMIZED
Purpose
SUPPORTIVE_CARE
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
15 Years
Max Age
18 Years
Sex
ALL
Healthy Volunteers
Yes

Timeline & Regulatory

Start
2024-04-01
Primary Completion
2025-03-01
Completion
2025-07-01

Countries

  • Turkey (Türkiye)

Study Locations

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Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT06767826 on ClinicalTrials.gov