Internet Addiction DisorderNCT07002515
The Effect of Health Education on Digital Game Addiction and Health Promotion Behavior in Adolescents
A study testing Health Education Program in people with Internet Addiction Disorder and Health Promotion, run by Saglik Bilimleri Universitesi Gulhane Tip Fakultesi at 1 site in Turkey (Türkiye).
Trial summary
This study aimed to evaluate the effectiveness of a school nurse-led health education program in reducing digital game addiction and improving health-promoting behaviors among adolescents. Read more about this study
- Who is it for?
- Ages 10 to 14 yearsHealthy volunteers can take part
- Conditions the study is for
- Internet Addiction Disorder, Health Promotion, Digital Game Addiction
- What is being tested?
- Health Education Program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 160 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 2 Feb 2025to 30 May 2025
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 10 to 14 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- Enrolled as a student at the study school
- Played digital games
- Had access to at least one digital device (smartphone, tablet, computer, or game console)
- Written informed consent provided by a parent or legal guardian
- Verbal assent provided by the participant
- Signed parental consent form returned within two weeks
Who cannot join
- Diagnosis of attention-deficit/hyperactivity disorder (ADHD)
- Language or speech difficulties
- Psychiatric or educational problems that could interfere with participation
- Difficulty understanding written or spoken Turkish
Trial locations and contacts
1 site in 1 country.
Turkey (Türkiye)1 site
Saglik Bilimleri Universitesi Gulhane Hemsirelik Fakultesi
Ankara, Etlik, 06010
About this study
This study aimed to evaluate the effectiveness of a school nurse-led health education program in reducing digital game addiction and improving health-promoting behaviors among adolescents. Using a Solomon four-group randomized controlled trial design, the study examined whether the health education intervention affected digital game addiction and health-promoting behaviors and whether pretest measurement influenced the intervention outcomes.
Read the detailed description
This study was conducted using a Solomon four-group randomized controlled trial design in a public secondary school in Ankara, Türkiye. Participants were allocated to four study groups (Intervention I, Control I, Intervention II, and Control II) using stratified block randomization by grade level.
The intervention consisted of a four-week school nurse-led health education program delivered in four weekly 40-minute sessions. The educational program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The intervention was supported by standardized educational presentations and printed materials.
In accordance with the Solomon four-group design, Intervention I and Control I completed baseline assessments before the intervention, whereas Intervention II and Control II did not receive a pretest. Participants in both intervention groups received the same health education program, while the control groups continued their usual school curriculum. Post-intervention assessments were conducted at the three-month follow-up.
- Being tested
- Health Education Program
- Keywords
- Digital Technology, Health Promotion, Internet Addiction Disorder, Health Education, Adolescent, School Nursing
- Medical subject headings
- Internet Addiction Disorder, Health Education
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Health Education ProgramBehavioural
The intervention consisted of a four-week health education program delivered through four weekly 40-minute sessions. The program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The sessions were delivered using standardized PowerPoint presentations and supported by printed educational brochures.
| Study group | Role | What they receive |
|---|---|---|
| Pretested Health Education Intervention | Experimental | Participants completed the pretest, received the 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions, and completed the posttest at the 3-month follow-up. Receives: Behavioral: Health Education Program |
| Non-Pretested Health Education Intervention | Experimental | Participants did not complete a pretest. They received the same 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions and completed the posttest at the 3-month follow-up. Receives: Behavioral: Health Education Program |
| Pretested Control | No intervention | Participants completed the pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up. |
| Non-Pretested Control | No intervention | Participants did not complete a pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Digital Game Addiction Scale for Children (DGAS-C)
The Children's Digital Game Addiction Scale is a 24-item, 5-point Likert-type scale used to assess digital game addiction. The scale consists of four subscales: Excessive Focus and Conflict Related to Digital Gaming; Tolerance Development in Game Time and Value Assigned to the Game; Postponement of Individual and Social Tasks/Homework; and Psychological-Physiological Reflection of Withdrawal and Immersion in the Game. Total scores range from 24 to 120, with higher scores indicating higher levels of digital game addiction.
Measured: 3 months after the intervention
Adolescent Health Promotion Scale (AHPS)
The Adolescent Health Promotion Scale (AHPS) is a 40-item, 5-point Likert-type scale used to assess health-promoting behaviors among adolescents. The scale includes six subscales: nutrition, interpersonal support, health responsibility, self-actualization, exercise, and stress management. The total score ranges from 40 to 200, with higher scores indicating a higher level of health-promoting behaviors.
Measured: 3 months after the intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted3 Jun 2025
- Study start2 Feb 2025
- Primary completion30 May 2025
- Study completion30 May 2025
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (6)Papers the sponsor has linked to this study.
- Other trials for Internet Addiction DisorderStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Sequential
- Model description
- A Solomon four-group randomized controlled trial design was used, consisting of two intervention groups and two control groups, with pretest assessments administered to one intervention and one control group.
- Masking
- None (open label)
- Enrolment
- 160 participants (actual)
Sponsor and investigators
- Lead sponsor
- Saglik Bilimleri Universitesi Gulhane Tip Fakultesi
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Serpil Özdemir, Saglik Bilimleri Universitesi Gulhane Tip Fakultesi
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07002515
- Sponsor's protocol ID
- 2025-29
- Status last verified
- Aug 2026
- First submitted
- 25 May 2025
- Last updated
- 25 Aug 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No: Individual participant data are not planned to be publicly shared due to participant confidentiality and ethical considerations involving minors.
Publications
Chen MY, Wang EK, Yang RJ, Liou YM. Adolescent health promotion scale: development and psychometric testing. Public Health Nurs. 2003 Mar-Apr;20(2):104-10. doi: 10.1046/j.1525-1446.2003.20204.x.
PubMed 12588427Ortabag T, Ozdemir S, Bakir B, Tosun N. Health promotion and risk behaviors among adolescents in Turkey. J Sch Nurs. 2011 Aug;27(4):304-15. doi: 10.1177/1059840511408322. Epub 2011 May 6.
PubMed 21551314Hazar, Z., ve Hazar, M. (2017). Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği. Journal of Human Sciences, 14(1), 203-216. Doi:10.14687/jhs.v14i1.4387
Cohen J. A power primer. Psychol Bull. 1992 Jul;112(1):155-9. doi: 10.1037//0033-2909.112.1.155.
PubMed 19565683Bebiş, H., Akpunar, A., Özdemir, S. ve Kılıç, S.(2015). Bir Ortaöğretim Okulundaki Adölesanların Sağlığı Geliştirme Davranışlarının İncelenmesi. Gülhane Tıp Dergisi, 57, 129-135.
Li S, Ren P, Chiu MM, Wang C, Lei H. The Relationship Between Self-Control and Internet Addiction Among Students: A Meta-Analysis. Front Psychol. 2021 Nov 24;12:735755. doi: 10.3389/fpsyg.2021.735755. eCollection 2021.
PubMed 34899477
Study at a glance
From the registry record, last updated by the sponsor on 25 Aug 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effect of Health Education on Digital Game Addiction and Health Promotion Behavior in Adolescents
- ClinicalTrials.gov ID
- NCT07002515
- Acronym / sponsor ID
- 2025-29
- Keywords
- Digital Technology, Health Promotion, Internet Addiction Disorder, Health Education, Adolescent, School Nursing
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 160 participants (actual)
- Lead sponsor
- Saglik Bilimleri Universitesi Gulhane Tip FakultesiUniversity, hospital or other
- Study start
- 2 Feb 2025 (actual)
- Primary completion
- 30 May 2025 (actual)
- Study completion
- 30 May 2025 (actual)
- First posted
- 3 Jun 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This study aimed to evaluate the effectiveness of a school nurse-led health education program in reducing digital game addiction and improving health-promoting behaviors among adolescents. Using a Solomon four-group randomized controlled trial design, the study examined whether the health education intervention affected digital game addiction and health-promoting behaviors and whether pretest measurement influenced the intervention outcomes.
Detailed description
This study was conducted using a Solomon four-group randomized controlled trial design in a public secondary school in Ankara, Türkiye. Participants were allocated to four study groups (Intervention I, Control I, Intervention II, and Control II) using stratified block randomization by grade level.
The intervention consisted of a four-week school nurse-led health education program delivered in four weekly 40-minute sessions. The educational program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The intervention was supported by standardized educational presentations and printed materials.
In accordance with the Solomon four-group design, Intervention I and Control I completed baseline assessments before the intervention, whereas Intervention II and Control II did not receive a pretest. Participants in both intervention groups received the same health education program, while the control groups continued their usual school curriculum. Post-intervention assessments were conducted at the three-month follow-up.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Sequential
- Masking
- None (open label)
- Number of arms
- 4
- Model description
- A Solomon four-group randomized controlled trial design was used, consisting of two intervention groups and two control groups, with pretest assessments administered to one intervention and one control group.
| Arm | Type | Receives |
|---|---|---|
| Pretested Health Education Intervention | Experimental | Behavioral: Health Education ProgramParticipants completed the pretest, received the 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions, and completed the posttest at the 3-month follow-up. |
| Non-Pretested Health Education Intervention | Experimental | Behavioral: Health Education ProgramParticipants did not complete a pretest. They received the same 4-week school nurse-led health education intervention consisting of four weekly 40-minute sessions and completed the posttest at the 3-month follow-up. |
| Pretested Control | No intervention | –Participants completed the pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up. |
| Non-Pretested Control | No intervention | –Participants did not complete a pretest and received no study-specific health education intervention during the study period. They continued their standard school curriculum and completed the posttest at the 3-month follow-up. |
Who may qualify
- Ages
- 10 to 14 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (6 listed)
- Enrolled as a student at the study school
- Played digital games
- Had access to at least one digital device (smartphone, tablet, computer, or game console)
- Written informed consent provided by a parent or legal guardian
- Verbal assent provided by the participant
Key exclusion criteria (4 listed)
- Diagnosis of attention-deficit/hyperactivity disorder (ADHD)
- Language or speech difficulties
- Psychiatric or educational problems that could interfere with participation
- Difficulty understanding written or spoken Turkish
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Health Education ProgramThe intervention consisted of a four-week health education program delivered through four weekly 40-minute sessions. The program addressed digital game addiction and health-promoting behaviors, including healthy digital technology use, physical activity, balanced nutrition, sleep hygiene, stress management, interpersonal relationships, and health responsibility. The sessions were delivered using standardized PowerPoint presentations and supported by printed educational brochures. | Behavioural | Non-Pretested Health Education Intervention, Pretested Health Education Intervention |
Primary outcome
Digital Game Addiction Scale for Children (DGAS-C)
Time frame: 3 months after the intervention
The Children's Digital Game Addiction Scale is a 24-item, 5-point Likert-type scale used to assess digital game addiction. The scale consists of four subscales: Excessive Focus and Conflict Related to Digital Gaming; Tolerance Development in Game Time and Value Assigned to the Game; Postponement of Individual and Social Tasks/Homework; and Psychological-Physiological Reflection of Withdrawal and Immersion in the Game. Total scores range from 24 to 120, with higher scores indicating higher levels of digital game addiction.
Adolescent Health Promotion Scale (AHPS)
Time frame: 3 months after the intervention
The Adolescent Health Promotion Scale (AHPS) is a 40-item, 5-point Likert-type scale used to assess health-promoting behaviors among adolescents. The scale includes six subscales: nutrition, interpersonal support, health responsibility, self-actualization, exercise, and stress management. The total score ranges from 40 to 200, with higher scores indicating a higher level of health-promoting behaviors.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 25 Aug 2026.
- Background: PubMed 12588427Chen MY, Wang EK, Yang RJ, Liou YM. Adolescent health promotion scale: development and psychometric testing. Public Health Nurs. 2003 Mar-Apr;20(2):104-10. doi: 10.1046/j.1525-1446.2003.20204.x.
- Background: PubMed 21551314Ortabag T, Ozdemir S, Bakir B, Tosun N. Health promotion and risk behaviors among adolescents in Turkey. J Sch Nurs. 2011 Aug;27(4):304-15. doi: 10.1177/1059840511408322. Epub 2011 May 6.
- BackgroundHazar, Z., ve Hazar, M. (2017). Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği. Journal of Human Sciences, 14(1), 203-216. Doi:10.14687/jhs.v14i1.4387
- Background: PubMed 19565683Cohen J. A power primer. Psychol Bull. 1992 Jul;112(1):155-9. doi: 10.1037//0033-2909.112.1.155.
- BackgroundBebiş, H., Akpunar, A., Özdemir, S. ve Kılıç, S.(2015). Bir Ortaöğretim Okulundaki Adölesanların Sağlığı Geliştirme Davranışlarının İncelenmesi. Gülhane Tıp Dergisi, 57, 129-135.
- Background: PubMed 34899477Li S, Ren P, Chiu MM, Wang C, Lei H. The Relationship Between Self-Control and Internet Addiction Among Students: A Meta-Analysis. Front Psychol. 2021 Nov 24;12:735755. doi: 10.3389/fpsyg.2021.735755. eCollection 2021.
- Individual participant dataSharing planned: No. Individual participant data are not planned to be publicly shared due to participant confidentiality and ethical considerations involving minors.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Health Education Program in people with Internet Addiction Disorder and Health Promotion, run by Saglik Bilimleri Universitesi Gulhane Tip Fakultesi at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 6 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 25 Aug 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Digital Game Addiction Scale for Children (DGAS-C) (time frame: 3 months after the intervention). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT07002515, which also lists 6 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 25 Aug 2026.