Study Results
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Basic Information
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ACTIVE_NOT_RECRUITING
NA
30 participants
INTERVENTIONAL
2024-04-01
2025-07-01
Brief Summary
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Detailed Description
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Since adolescence constitutes the bond between childhood and adulthood, the individual in this period where some changes occur in cognitive, physical, psychological and social terms brought about by the transition period; They face many stressors such as family relationships, friendship relationships, characteristics of the developmental period, society's expectations, and anxiety about passing the university exam. Adolescents; It has been reported that in order to cope with these stressors or escape from stress, there may be behavior of escaping from the real world and turning to the virtual world, and it may evolve into addiction as a result of increased gaming behavior due to a sustaining stress factor such as a negative parental attitude. Looking at international and national research, it is seen that adolescents with high stress levels have high levels of digital game addiction.
One of the models based on stress management is the Salutogenesis Model. Antonovsky introduced the sense of cohesion as a salutogenic concept to explain how and why people can cope with stress better. The model argues that the individual's ability to successfully manage many stressors is achieved through the development of a sense of integrity. Sense of integrity; It explains the individual's ability to cope with tension, use internal and external resources to solve his problems in a healthy way, and the individual's general stance towards problems. A low sense of integrity indicates that the person cannot cope with stressful situations and does not use appropriate coping strategies. In this context, it is noteworthy that there are no studies examining the sense of integrity of adolescents who are in a stressful developmental period and aiming to increase the sense of integrity.
The concept of a sense of wholeness as a result of the developmental process during adolescence indicates that the concept is viewed primarily as a result of individual life experiences, learning processes, and environmental influences, rather than as a primary source and determinant of positive health. As they grow and convey positive coping experiences, adolescents develop a general sense of intelligibility and manageability of demands and a sense of meaningfulness about life as it is and overcoming challenges. From this perspective, adolescence is seen as vital life stages that are crucial for the development of a sense of personal harmony and individual health biography.
On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents. Care based on the salutogenesis model has never been studied in the world, but in Turkey, Uzdil et al. used the model in patient care by adapting it to care. Additionally, studies have suggested designing school-based intervention programs to prevent and reduce digital game addiction. In this context, the aim of the study is to improve coping with stress and eliminate digital game addiction by strengthening the sense of integrity of Care Based on the Salutogenesis Model in Preventing Digital Game Addiction in Adolescents.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
SUPPORTIVE_CARE
NONE
Study Groups
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Experiment
For the pre-test data, the Introductory Information Form, DOBÖ-7, EBÇÖ and BDİ were applied to the intervention group. After the pre-test, 45-60 minute sessions will be held once a week through home visits to the adolescents in the intervention group and an 8-week individual care program specific to each individual will be applied. In this program, the sense of integrity, digital game addiction and what addiction brings to life will be addressed in the first two weeks, the needs and requirements of the adolescents will be determined and care will be provided to the adolescents in line with the salutogenesis model and the care guide adapted to digital game addiction.
Salutogenesis Models
On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents.
Control
The adolescents in the control group will be introduced in the guidance room at school, explanations will be made and pre-test data will be taken. For the pre-test data, the Introductory Information Form, DOBÖ-7, EBÇÖ and BÖ will be applied to the control group. No intervention will be made to the adolescents in the control group throughout the process, their education at school will continue. If the adolescents have questions about the data forms, they will be answered. After the pre-test application, DOBÖ-7, EBÇÖ and BÖ will be applied to the adolescents again in the 3rd and 6th months. The 3rd month follow-up and 6th month follow-up measurements of the adolescents will be completed in the guidance room at school. The "handbook for preventing digital game addiction in adolescents" will be given to the control group at school after the 6th month follow-up measurement.
No interventions assigned to this group
Interventions
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Salutogenesis Models
On the basis of the Salutogenesis Model, this study is based on the development of individuals' internal and external resources for game addictions and strengthening their sense of integrity. It has been determined that digital game addiction and problematic internet use in adolescents form the basis of seven problems. These problems have been identified as mental health, vision, pain, sleep and rest patterns, nutrition, social contact and physical activity. Encouraging behavioral changes regarding internet use and teaching adolescents how to deal with these problems becomes a necessity in today's technology. In the literature, counseling has been provided for families and adolescents to prevent digital game addiction in adolescents.
Eligibility Criteria
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Inclusion Criteria
* Volunteer to participate in the study,
* Having received at least 13 to 35 points from the digital game addiction scale using the polythetic method,
* Having no history of psychiatric illness in his/her CV,
* Does not have aphasia or any other problem that may prevent communication, students will be included in the research.
Exclusion Criteria
* Students with a digital game addiction scale score below 13 points will not be included in the study.
15 Years
18 Years
ALL
Yes
Sponsors
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TC Erciyes University
OTHER
Responsible Party
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Eda Albayrak Günday
Research Assistant Doctor
Locations
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Eda Albayrak Günday
Kayseri, , Turkey (Türkiye)
Countries
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Other Identifiers
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ErciyesUnı1
Identifier Type: -
Identifier Source: org_study_id
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