The Effect of Health Education on Digital Game Addiction and Health Promotion Behavior in Adolescents
NCT07002515 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 160
Last updated 2025-06-03
Summary
Nowadays, among adolescents who are frequently exposed to digital technologies, problematic behaviors resulting from misuse such as problematic internet use, video game addiction, and online gaming disorder are commonly observed (Young, 2017). In the literature, the prevalence of digital game addiction among adolescents has been reported to range between 0.7% and 15.6% (Arifin et al., 2022; Karadağ \& Noyan, 2023; Miezaha et al., 2020; Yudes et al., 2021). Promoting health-enhancing behaviors plays a key role in combating digital game addiction in adolescent health (Daysal \& Yılmazel, 2020). Previous studies have found that adolescents generally exhibit a moderate level of health-promoting behaviors (Özdemir \& Bülbül, 2023). When behaviors such as regular sleep, stress management, exercise, and adequate and balanced nutrition are adopted by adolescents with the aim of improving health, the need for technology tends to decrease (Bebiş et al., 2015; Özcan et al., 2023; Hysing et al., 2021).
When the existing literature is reviewed, it appears that there is a lack of randomized controlled trials that explain behavior change as a process through health education aimed at promoting healthy behaviors among individuals affected by digital game addiction, which is considered a significant problem in adolescents (Shinde et al., 2020; Yang, 2020). In this context, the aim of this study is to determine the effect of health education provided to adolescents on digital game addiction and health-promoting behaviors.
The population of the study consisted of 5th, 6th, 7th, and 8th grade students (n = 825) enrolled at Etimesgut 15 July Martyrs Secondary School located in the city center of Ankara. When the study was completed with 136 participants, a post hoc power analysis indicated that with an effect size of f = 0.25, the study achieved 80% power and 95% confidence (1-α) based on a four-group experimental design with repeated measures ANOVA, with a minimum of 34 participants per group (Cohen, 1992). Considering potential participant loss, the sample size was increased by 15%, and the study was initiated with 160 participants, allocating 40 to each group.
The study will begin after obtaining permission from the Ankara Provincial Directorate of National Education and approval from the Ethics Committee. Following the identification of voluntary adolescents who meet the inclusion criteria, information about the study will be provided to both the adolescents and their parents, and written informed consent will be obtained. In this randomized controlled study based on the Solomon four-group design, participants will be assigned to groups using the block randomization method (Group 1: Intervention Group 1, Group 2: Intervention Group 2, Group 3: Control Group 1, Group 4: Control Group 2). Research data will be collected through a pretest administered to Group 1 (intervention 1) and Group 3 (control 1) immediately after randomization and prior to training, and a post-test administered to all groups at the end of the third month following the completion of the four training sessions.
The intervention groups will receive a standardized health education program delivered over four sessions spanning three months. The timing of the training sessions will be coordinated with the school administration to fit within the school schedule. The data collection tools used in the study include the Descriptive Information Form (20 items), the Digital Game Addiction Scale for Children (24 items), and the Adolescent Health Promotion Scale (40 items).
If the data do not follow a normal distribution, non-parametric methods will be used, and analyses will be conducted using the Walrus package in the JAMOVI software. For analyzing the relationships between scales, Pearson or Spearman correlation coefficients will be used depending on the normality of the data. For categorical data, if the expected frequency is greater than 25, Pearson's chi-square test will be applied; if it is between 5 and 25, Yates' correction will be used; and if it is less than 5, Fisher's exact test will be employed. For the analysis of numerical demographic data, one-way ANOVA will be used if the data are normally distributed, and the Kruskal-Wallis test will be used if not. IBM SPSS Statistics version 23 will be used for statistical evaluations. A significance level of p \< 0.05 will be considered statistically significant in this study.
Conditions
- Internet Addiction Disorder
- Health Promotion
Interventions
- OTHER
-
Health education
Randomized controlled studies that explain behavior change as a process through health education aimed at promoting healthy behaviors in individuals with digital game addiction.
Sponsors & Collaborators
-
Saglik Bilimleri Universitesi Gulhane Tip Fakultesi
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- TRIPLE
- Model
- SEQUENTIAL
Eligibility
- Min Age
- 10 Years
- Max Age
- 14 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2024-12-03
- Primary Completion
- 2025-05-23
- Completion
- 2025-09-30
Countries
- Turkey (Türkiye)
Study Locations
More Related Trials
-
Digital Parenting Education: Impact on Mothers' Social Media Use and Children's Tech Attitudes
NCT07008651 ·Status: RECRUITING ·Phase: NA
-
Effectiveness of Web-Based Health Education and Consultation on Health Promotion Behaviors of Adolescents
NCT03009617 ·Status: COMPLETED ·Phase: NA
-
The Effect of Education on Technology Addiction
NCT05277545 ·Status: COMPLETED ·Phase: NA
-
Outcomes of a Game-based Educational Intervention: Healthy Kids
NCT06954545 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
The Effect of Tele-Nursing Gamification Technique
NCT05567146 ·Status: UNKNOWN ·Phase: NA
-
Gamification in Family Planning Education: Impact on University Students
NCT06344754 ·Status: COMPLETED ·Phase: NA
-
The Effect of Art-Based Nursing Intervention Helping to Develop Healthy Digital Habits on Digital Addiction, Cyberbullying and Self-Efficacy in Adolescents
NCT07123194 ·Status: RECRUITING ·Phase: NA
-
Effects of Social Media Addiction on Physical Activity Level and Exercise Capacity in University Students
NCT06187766 ·Status: ACTIVE_NOT_RECRUITING
-
The Effect of Health Literacy Based Practices
NCT05677854 ·Status: COMPLETED ·Phase: NA
-
The Effect Of Technology Addiction Prevention Program On University Students At Risk For Technology Addiction
NCT06918691 ·Status: COMPLETED ·Phase: NA
-
The Effect of Smartphone Addiction on Physical Activity and Depression in University Students
NCT04606277 ·Status: UNKNOWN
-
Effectıveness Of Cognıtıve Behavıoral-Based Psychoeducatıon In College Students Wıth Smartphone Addıctıon
NCT04754971 ·Status: COMPLETED ·Phase: NA
-
The Effect of Motivational Interviewing and Digital Game-Supported Counseling on Postpartum Relapse
NCT07271953 ·Status: RECRUITING ·Phase: NA
-
Digital Addiction Among University Students
NCT06584253 ·Status: RECRUITING
-
Hand Hygiene Intervention Program on Primary School Students' Health Outcomes and Absenteeism in School
NCT04267952 ·Status: COMPLETED ·Phase: NA
-
The Effect of Care Based on the Salutogenesis Model
NCT06767826 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
The Effect of Health Literacy Education
NCT06231667 ·Status: COMPLETED ·Phase: NA
-
Promoting Healthy Lifestyle Behaviors in High School Students
NCT07244796 ·Status: COMPLETED ·Phase: NA
-
Web-Based Sexual Education and Counseling in Adolescents
NCT07312253 ·Status: COMPLETED ·Phase: NA
-
Gaming Experience and Learning Motivation of Students in Psychiatric Nursing Courses
NCT06850181 ·Status: COMPLETED ·Phase: NA
-
Enhancing Knowledge and Attitudes Through the 'Healthy Nutrition' Education Program
NCT06544031 ·Status: COMPLETED ·Phase: NA
-
The Effect of Nutrition Education Interventions for Adolescents
NCT06275802 ·Status: RECRUITING ·Phase: NA
-
Health Promotion Model, Fertility Awareness, Preconception Knowledge and Attitude
NCT06690554 ·Status: COMPLETED ·Phase: NA
-
Social Media Addiction and Compulsive Exercise Behaviors
NCT07032467 ·Status: RECRUITING
-
The Effect of Gamification-Based Instructional Design Developed
NCT07207590 ·Status: NOT_YET_RECRUITING ·Phase: NA