This study evaluates the effectiveness of a school-based self-regulation intervention designed to reduce digital game addiction and sleep deprivation among adolescents aged 10-14 years. Excessive digital gaming has been associated with sleep problems, reduced academic performance, and emotional difficulties in adolescents. In this cluster randomized controlled trial, two public middle schools were randomly assigned to either an intervention group or a control group. Students in the intervention group participated in a four-week classroom-based self-regulation training program focusing on goal setting, impulse control, time management, and healthy digital use habits. The control group continued their usual school activities without additional intervention. Outcomes were assessed before the intervention and after completion using validated measures of digital game addiction and sleep deprivation. The study aims to determine whether strengthening self-regulation skills can reduce problematic gaming behaviors and improve sleep outcomes in adolescents.
This cluster randomized controlled trial was conducted in two public middle schools located in the city center of Türkiye during the 2024-2025 academic year. Schools with similar socio-demographic characteristics were identified, and two schools were selected through a lottery method. One school was assigned to the intervention group and the other to the control group to minimize contamination between participants. The study targeted students aged 10-14 years identified as being at high risk for digital game addiction based on screening assessments. The intervention consisted of four weekly classroom sessions grounded in Self-Regulation Theory. The program included structured activities focused on self-monitoring of digital gaming behaviors, goal setting, impulse control strategies, time management skills, and sleep hygiene awareness. The control group did not receive the intervention during the study period and continued their routine school curriculum. Primary outcomes included levels of digital game addiction and sleep deprivation, measured using validated and age-appropriate standardized scales. Assessments were conducted at baseline (pre-intervention) and after completion of the intervention. The primary objective of the study is to evaluate the effectiveness of a theory-based school intervention in reducing digital game addiction and sleep deprivation among adolescents.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
PREVENTION
Masking
NONE
Enrollment
110
A school-based self-regulation intervention grounded in Self-Regulation Theory was delivered over four consecutive weeks. The program consisted of four structured classroom sessions (one session per week, approximately 40-45 minutes each) targeting self-monitoring, goal setting, impulse control, time management, and healthy digital use behaviors. Interactive activities, group discussions, and behavioral planning exercises were used. In addition, a parent/teacher informational seminar was conducted to support consistent behavioral reinforcement. The control group received no structured intervention during the study period.
Mithatpaşa İlkokulu
Zonguldak, Turkey (Türkiye)
Rüzgarlımeşe İlkokulu
Zonguldak, Turkey (Türkiye)
Change in Digital Game Addiction Scores
Change in Digital Game Addiction Scale total scores from baseline to post-intervention between intervention and control groups.
Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
Change in Sleep Deprivation Scores
Change in Sleep Deprivation Scale for Children and Adolescents (SDS-C/A) total scores from baseline to post-intervention between intervention and control groups.
Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up
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