The increasing use of the internet makes understanding games among adolescents different by moving it to the virtual environment and increases the digital game addiction risk. Especially among adolescents, digital games have become a popular activity and often a means of socialization. With the widespread use of smartphones, digital gaming has transformed from computer and console-based to a multi-platform activit. In addition, long-term digital games cause symptoms such as anxiety and depression through increased interpersonal loneliness and decreased relationships. This situation has caused recent research to focus on the effects of digital gaming activities on individuals.
Internet addiction and digital game addiction, which are the negative side of rapidly developing digital technologies and increasing internet accessibility, are of global concern. Therefore, implementing interventions for internet and digital game addiction can be an effective approach to prevent physical, mental, environmental, and social problems caused by addiction. In this context, it is predicted that motivational interviewing may be an appropriate approach in combating internet and digital game addiction. Motivational interviewing is a client-centered psychotherapeutic approach that helps the person with ambivalence make positive decisions, achieve specific and better goals, and increase internal motivation for change. It is thought that motivational interviewing could contribute to reducing addictive behaviors by evaluating the effect of motivational interviewing on both internet addiction and digital game addiction at the same time.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
BASIC_SCIENCE
Masking
NONE
Enrollment
88
Motivational interviews were administered as the intervention of the research. Motivational interviewing consists of two stages. In the first stage, the four principles of motivational interviewing (developing contradiction, showing empathy, supporting self-efficacy, and resolving resistance) are aimed at providing motivation in individuals. The second stage is strengthening the commitment to change.
Şehit Muhammet Onur Demir Anadolu High School, Halis Gülle Anadolu High School
Sivas, Turkey (Türkiye)
Internet Addiction
Internet Addiction Test Short Form (YIBT-SF) was developed by Young (1998). It was converted into a short form by Pawlikowski et al (2013). It is a 5-point Likert-type scale consisting of 12 items and a single factor adapted into Turkish by Kutlu et al. in 2016. The scores obtained from the scale vary between 12 and 60. High scores obtained from the scale indicate a high level of dependency. The Cronbach's alpha coefficient obtained in the reliability study was found to be 0.86 in adolescents.
Time frame: 6 months up to July 2024
Digital Game Addiction
The Digital Game Addiction Scale (DGAS) was developed by Lemmens et al. (2009) to determine the problematic digital game playing behaviors of adolescents aged 12 - 18 years. The scale is a seven-item short form of the DGAS - 21, consisting of 21 items and seven sub-dimensions. The validity and reliability study of the Turkish version of the scale was conducted by Irmak and Erdoğan (2015). The validity and reliability values of the original DGAS were 0.92 for Cronbach 's alpha. The assessment is made using monoethic and polyethic diagnoses. According to the monothetic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on all seven items; according to the polyethic diagnosis, a person is defined as "game addicted" if they score three (sometimes) or more on at least four of the seven items.
Time frame: 6 months up to July 2024
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.