digital game addiction in adolescents

Conditions: Digital Technology; Behavior, Addictive; Adolescent; Motivation

Summary: the research will be carried out on students studying at public secondary schools in the city center of amasya. first of all, the digital game addiction levels of secondary school students who are randomly divided into experimental and control groups will be determined, and then students with digital game addiction will be included in the individual motivational interview program, which will last 6 sessions. in the last stage of the research, hippotherapy will be applied to the students 1 day a week for 8 weeks. the effect of motivational interviewing and hippoterain on digital game addiction will be investigated by pre-testing at the beginning of the research and post-testing at the end.

the research was designed as a "pretest-posttest control group design type" quasi-experimental. the population of the research consists of 6908 students enrolled in 35 secondary schools in amasya city center and continuing their formal education. among the students, 1730 students were determined as 5th grade, 1763 as 6th grade, 1754 as 7th grade and 1661 as 8th grade. considering the intensity of the program, the 8th grade students who are preparing for the high school entrance exam are planned to be excluded from the study in order not to affect the study results negatively and considering that they will graduate from their schools during the follow-up process to be made at the end of the research. private schools, secondary school students for the hearing impaired, 12 secondary school students in villages and towns will be excluded from the study, on the grounds that socioeconomic factors do not mislead the research results. there are a total of 4443 students studying in the 5th, 6th and 7th grades in 19 schools to be included in the study. power analysis (g\*power 3.1.9.7) was performed on the basis of a similar study performed before in calculating the sample size of the study. as a result of the power analysis, when the effect size was taken as 0.50 for the effect size, the sample number determined for 0.80 power and 0.05 margin of error was calculated as a total of 54 individuals, with a minimum of 27 individuals for each group. considering that there may be sample losses during the research process, when 20% of the sample is added to each group, it is aimed to reach a total of 64 students, 32 students in the experimental group and 32 students in the control group. 2 secondary schools will be determined from a neighborhood in the city center of amasya, and the experimental control separation of the schools will be determined by drawing lots. schools will be selected from the same neighborhood so that there is no difference in socioeconomic levels between schools. in order to prevent the experimental and control groups from being influenced by each other, 2 different schools will be selected. the determined sample group will be randomly selected among the students with a digital game addiction score of 73 and above by using the "digital game addiction scale", and the research will be carried out with students who volunteer. randomization will be done using the https://www.randomizer.org/ website. students in the experimental group will be trained according to the imb model, motivational interviews will be made only with the experimental group, and the students will be included in the hippotherapy program, which lasts 1 hour once a week for 8 weeks. hippotherapy applications will be carried out at the horse farm in amasya, accompanied by expert horsemen.

Eligibility criteria:
inclusion criteria: * being an official secondary school student * not having a physical disability * not doing sports/exercise for at least 30 minutes each time, 3 days a week * having a score of 73 or higher on the digital game addiction scale for children * not riding a horse regularly * not afraid of horses and willing to ride exclusion criteria: * being a private secondary school student * having a physical disability * do sports/exercise for at least 30 minutes each time, 3 days a week * having a score of 72 or less on the digital game addiction scale for children * regular horseback riding * fear of horses and not willingness to ride

Keywords: digital technology behavior, addictive adolescent motivation