Social Determinants of Health Research Center, Research Institute for Prevention of Non-Communicable Diseases, Qazvin University of Medical Sciences, Qazvin, Iran.
Department of Nursing, School of Health and Welfare, Jönköping University, Jönköping, Sweden.
Trials. 2022 Mar 21;23(1):229. doi: 10.1186/s13063-022-06131-0.
The use of video games, a hobby for many teenagers in their leisure time, has brought with it a new potential for concerns. Internet gaming disorder (IGD) is a mental condition classified as a disorder due to addictive behaviors. It may include use of video games, both online and offline. Consequences of IGD may include introversion, social anxiety, mood swings, loneliness, sleep problems, behavioral problems, depression, low self-esteem, and increased violence. In order to design an app-based intervention for adolescents, a transtheoretical model (TTM) has been used. This widely used model in the field of behavioral change is also practical for health education programs. In addition, cognitive-behavioral therapy (CBT) has been used to make people more aware of their behaviors, feelings and thoughts and how to achieve behavioral change. The present study seeks to determine the effectiveness of this app-based intervention in in the treatment of IGD among adolescents.
In this single-blinded, randomized, controlled trial, 206 high-school adolescents aged 13 to 18 years in Qazvin city will be recruited. Eligible adolescents will be randomly assigned into intervention and control groups. Eight consecutive sessions delivered over 2 months and based on the TTM and CBT will be delivered through the `app (named HAPPYTEEN) to the intervention group. The control group will receive a sleep hygiene intervention (8 consecutive sessions for 2 months) via the app. Data collection tools include the Internet Gaming Disorder Scale, Insomnia Severity Index, Depression, Anxiety, and Stress Scales, Stages of Change Questionnaire, Decision Balance, and Self-Efficacy. The study measures will be completed at baseline, post intervention, and 1 month and 3 months after the intervention.
The results of this intervention could be used as adjunct therapy for adolescents with IGD.
Clinical Trial Registration Center of Iran (IRCT) IRCT20181226042140N1 . Registered on June 9, 2020.
对于许多青少年来说,视频游戏是他们闲暇时间的爱好,但随之而来的是一种新的潜在担忧。网络游戏障碍 (IGD) 是一种由于成瘾行为而被归类为障碍的精神状况。它可能包括在线和离线使用视频游戏。IGD 的后果可能包括内向、社交焦虑、情绪波动、孤独、睡眠问题、行为问题、抑郁、低自尊和暴力增加。为了为青少年设计基于应用程序的干预措施,使用了跨理论模型 (TTM)。该模型在行为改变领域被广泛使用,对于健康教育计划也具有实用性。此外,认知行为疗法 (CBT) 已被用于使人们更加了解自己的行为、感受和想法,以及如何实现行为改变。本研究旨在确定基于应用程序的干预措施在治疗青少年 IGD 中的有效性。
在这项单盲、随机、对照试验中,将招募来自卡齐凡市的 206 名 13 至 18 岁的高中生。符合条件的青少年将被随机分配到干预组和对照组。将通过应用程序(名为 HAPPYTEEN)向干预组提供为期 2 个月的共 8 个连续疗程,这些疗程基于 TTM 和 CBT。对照组将通过应用程序接受 8 个连续疗程的睡眠卫生干预(2 个月)。数据收集工具包括网络游戏障碍量表、失眠严重程度指数、抑郁、焦虑和压力量表、改变阶段问卷、决策平衡和自我效能感。研究措施将在基线、干预后以及干预后 1 个月和 3 个月进行测量。
该干预措施的结果可作为青少年 IGD 的辅助治疗方法。
伊朗临床试验注册中心(IRCT)IRCT20181226042140N1 。于 2020 年 6 月 9 日注册。