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Completed

NCT Number: NCT07423689

School-Based Self-Regulation Intervention for Digital Game Addiction and Sleep Deprivation

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.

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Key information

Age range

10 year–14 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Mithatpaşa İlkokulu, Zonguldak, Turkey (Türkiye)

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About this study

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.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Enrollment in one of the two selected public middle schools in the city center
  • Aged 10-14 years
  • Classified as "high-risk" for digital game addiction based on screening assessment
  • Ability to understand and complete study questionnaires
  • Written informed consent obtained from parents/guardians and assent from students

Exclusion criteria

  • Diagnosed psychiatric or neurological disorder that may interfere with participation
  • Currently receiving psychological or behavioral treatment targeting digital game use
  • Inability to attend intervention sessions regularly
  • Withdrawal of consent during the study

Treatment and study plan

School-Based Self-Regulation Program

Behavioral

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.

Primary outcomes

  1. Change in Digital Game Addiction Scores

    Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up

    Change in Digital Game Addiction Scale total scores from baseline to post-intervention between intervention and control groups.

Secondary outcomes

  1. Change in Sleep Deprivation Scores

    Time frame: Baseline, 4 weeks (post-intervention), and 3 months follow-up

    Change in Sleep Deprivation Scale for Children and Adolescents (SDS-C/A) total scores from baseline to post-intervention between intervention and control groups.

Sponsors and collaborators

Lead sponsor

Turkan Akyol Guner

Other

Registry information

Official study title

A School-Based Self-Regulation Intervention for Reducing Digital Game Addiction and Sleep Deprivation in Adolescents: A Cluster Randomized Controlled Trial

Acronym: SRDGA

Important dates

Study start
2024
Primary completion
2025
Study completion
2025
First posted
Feb 20, 2026
Registry last updated
Feb 20, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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