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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
48
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.
Gazi University
Ankara, Çankaya/Türkiye, Turkey (Türkiye)
Digital Game Addiction Scale-7
The 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.
Time frame: baseline
Revised Cyberbullying Inventory-II
Participants 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".
Time frame: baseline
Digital Game Addiction Scale-7
The 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.
Time frame: first week
Revised Cyberbullying Inventory-II
Participants 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".
Time frame: first week
Digital Game Addiction Scale-7
The 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.
Time frame: twelfth week
Revised Cyberbullying Inventory-II
Participants 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".
Time frame: twelfth week
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