ClinicalTrials.gg
CompletedNCT07423689SRDGAUpdated Feb 20, 2026

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

An interventional study of School-Based Self-Regulation Program in Digital Game Addiction, Sleep Deprivation and Problematic Digital Gaming, sponsored by Turkan Akyol Guner. Completed at 2 sites in Turkey (Türkiye). Open to participants aged 10 Years to 14 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-02-20.

Sponsored by Turkan Akyol Guner · Not applicable, Interventional, and Prevention

From the registry’s dates

  • Registered 1 year 4 months after the study started (first participant enrolled Oct 2024, registered Feb 2026).
Phase
Not applicable
Study type
Interventional
Enrollment
110
Allocation
Randomized
Ages
10 Years to 14 Years
Sex
All
01

Study summary

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.

Read the detailed description

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.

02

Conditions studied

  • Digital Game Addiction
  • Sleep Deprivation
  • Problematic Digital Gaming
  • Adolescent Behavioral Health

Keywords

  • Self-Regulation
  • School-Based Intervention
  • Adolescents
  • Digital Gaming
  • Sleep Problems
  • Cluster Randomized Controlled Trial
  • Behavioral Intervention
  • Sleep Hygiene
  • Prevention Program
03

In context

Sleep Deprivation

314 studies on the registry are indexed under Sleep Deprivation; 59 are open to participants now.

This study's enrollment of 110 is above the median of 50 across 259 interventional studies indexed under Sleep Deprivation.

Browse Sleep Deprivation studies →

Lead sponsor

This is the only study on the registry with Turkan Akyol Guner as lead sponsor.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
10 Years to 14 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

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 obtained from parents/guardians and assent from students

Exclusion criteria

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
Terms in these criteria, in plain language(1)

Underlined terms in the criteria open these too. Explained by clinicaltrials.gg, not part of the registry record. The study team decides who can take part.

Informed consent

Before you join, the study team explains what taking part involves — its purpose, what happens, the risks and possible benefits — and answers your questions, so you can decide freely. Consent is usually recorded on a form (the informed consent form, ICF) signed by you or, where the law allows, by someone legally authorised to decide for you.

You can keep asking questions during the study, you are told of new information that matters, and you can choose to leave at any time.

05

Study design

Phase
Not applicable
Primary purpose
Prevention
Allocation
Randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
110 participants (actual)

Study arms

  • Experimental
    Self-Regulation Intervention Group

    Students enrolled in the intervention school who received a 4-week, classroom-based self-regulation training program designed to reduce digital game addiction and sleep deprivation. The intervention consisted of structured educational sessions grounded in Self-Regulation Theory.

    Behavioral: School-Based Self-Regulation Program

  • No intervention
    Control Group

    Students enrolled in the control school who continued their usual school activities and did not receive the self-regulation intervention during the study period.

Interventions

  • BehavioralSchool-Based Self-Regulation Program

    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.

06

What researchers measure

Primary outcomes

  1. Change in Digital Game Addiction Scores

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

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

Secondary outcomes

  1. Change in Sleep Deprivation Scores

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

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

07

Study locations

2 sites
  • Mithatpaşa İlkokulu
    Zonguldak, 67100, Turkey (Türkiye)
  • Rüzgarlımeşe İlkokulu
    Zonguldak, 67100, Turkey (Türkiye)
08

References and documents

Individual participant data

Plan to share: No

No publications or documents are linked to this record.

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Feb 20, 2026, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT07423689
Lead sponsor
Turkan Akyol Guner
Responsible party
Turkan Akyol Guner (Associate Professor, Zonguldak Bulent Ecevit University Faculty of Health Sciences, Zonguldak Bulent Ecevit University) — Sponsor-investigator
First posted
Feb 20, 2026
Start date
Oct 5, 2024
Primary completion
Mar 25, 2025
Completion
Mar 25, 2025
Last update
Feb 20, 2026

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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