Effects of motivational interviews and hippotherapy on the digital game addiction levels of adolescents: Randomized controlled clinical trial


Memis A., KOCATAŞ S.

Journal of Pediatric Nursing, cilt.84, ss.133-141, 2025 (SCI-Expanded) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 84
  • Basım Tarihi: 2025
  • Doi Numarası: 10.1016/j.pedn.2025.05.024
  • Dergi Adı: Journal of Pediatric Nursing
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Scopus, ASSIA, CINAHL, MEDLINE, DIALNET
  • Sayfa Sayıları: ss.133-141
  • Anahtar Kelimeler: Adolescent, Digital game addiction, Hippotherapy, Information-motivation-behavioral skills model, Nursing
  • Sivas Cumhuriyet Üniversitesi Adresli: Evet

Özet

Aim: The increasing prevalence of digital game addiction in children and adolescent remains a significant public health problem worldwide. This randomized controlled study was carried out to determine the effects of motivational interviews based on the information-motivation-behavioral skills model, health education, and hippotherapy on digital game addiction in adolescents. Methods: The study was performed at two public middle schools in Turkey between December 2021 and April 2024. Sixty-two students whose Digital Game Addiction Scale scores were 73 or higher were randomly divided into the experimental (n = 32) and control (n = 30) groups. The experimental group was given digital game addiction education, model-based individual motivational interviews (6 sessions) and simultaneous hippotherapy (6 sessions). Data were collected using the Digital Game Addiction Scale for Children, the Awareness of Digital Game Addiction Scale, the Digital Game-Playing Motivation Scale, the Digital Gaming Attitude Scale, the Survey of Children's Social Support, and the Self-Efficacy Questionnaire for Children. The data were analyzed using the R version 2.15.3 program. Results: The experimental group had significantly lower Digital Game Addiction Scale for Children scores than the control group (p < 0.05). While the Digital Game Addiction Scale for Children scores of the experimental group increased (p < 0.05), these scores of the control group did not significantly change (p > 0.05). The digital game-playing motivations and digital gaming attitudes scores of the participants were low. Conclusion: The program consisting of motivational interviews based on the information-motivation-behavioral skills model and hippotherapy was not significantly effective on digital game addiction awareness, but it significantly affected digital game addiction levels, digital game-playing motivations, and digital gaming attitudes. Clinical Trials Number: NCT05339035.