Bezmialem Vakif University
Istanbul, Turkey (Türkiye)
NCT Number: NCT06497166
Internet gaming disorder leads to social problems and isolation, neglect of daily responsibilities, behavioral disorders, and cognitive and physical impairments. It is thought that assessing the occupational profiles and cognitive functions of adolescents with internet gaming disorder will bring a new perspective to the occupational therapy literature. The aim of the present study is to examine the occupational balance, executive functions, and quality of life of adolescents with internet gaming disorder.
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Notify Me12 year–18 year
All sexes
Observational
Istanbul, Turkey (Türkiye)
The study, planned to be conducted with individuals aged 12-18 who are followed up in the Child and Adolescent Mental Health and Diseases outpatient clinic of Bezmialem Vakif University and diagnosed with internet gaming disorder according to DSM-V diagnostic criteria, will include a total of 62 participants, with 31 in the study group and 31 in the healthy control group. All individuals who provide written consent will be administered the Sociodemographic Data Form, Internet Gaming Disorder Scale, Teenage Executive Function Inventory, Pediatric Quality of Life Inventory-Adolescent Form, and Adolescent Occupational Balance Scale, and the results will be recorded. The obtained results will be statistically analyzed.
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
Time frame: Baseline
The scale measures occupational balance. According to the four-point Likert rating, the lowest raw score to be taken from the scale is 27, and the highest raw score is 108. It takes approximately 15-20 min to respond to the whole scale. A high score obtained from the scale indicates a high level of occupational balance.
Time frame: Baseline
The scale measures executive functioning. It is a 5-point Likert type inventory and includes statements scored from 1 to 5 (1: Definitely not true, 5: Definitely true). Higher scores represent more difficulty with executive functions. The lowest score to be taken from the scale is 20, and the highest score is 100.
Time frame: Baseline
The scale measures quality of life. It is a 23-item measurement tool. Items are reverse-scored and linearly transformed to a 0-100 scale (0 = 100, 1 = 75, 2 = 50, 3= 25, 4 = 0), so that higher scores indicate better quality of life. This instrument yields a Total score, Physical Health Summary score (Equivalent to the Physical Functioning subscale) and Psychosocial Health Summary score (Based on the Emotional Functioning subscale, Social Functioning subscale, and School Functioning subscale). The lowest score to be taken from the scale is 0, and the highest score is 100.
Time frame: Baseline
The scale measures internet gaming disorder severity. The lowest score that can be obtained from the scale is 20 and the highest score is 100. Higher scores indicate a more severe disorder.
Time frame: Baseline
Measures sociodemographic information
Bezmialem Vakif University
Other
Examining of Occupational Balance, Executive Functions, and Quality of Life of Adolescents Diagnosed with Internet Gaming Disorder
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