A Stage-matched Intervention Based on Transtheoretical Model of Change in Changing the Videogaming Behavior

Study Overview
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Brief Summary
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A Stage-matched randomized controlled trial seeks to change the problematic digital gaming behavior among high school male students.

Detailed Description
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The researchers will use two groups (study and control) in which participants will be randomly selected and assigned in each of the study and control groups using simple random sampling. The study intervention will be designed based on each Stage of Change of the Transtheoretical Model of Change in that participants in each Stage of Change will receive the intervention that matches the Stage of Change they would be in. A 12-week interval would be considered between administering the intervention and posttest 1 and the same interval would be used between posttest 1 and posttest 2.

Official Title
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Efficacy of a Stage-matched Intervention Based on Transtheoretical Model of Change in Changing the Digital Gaming Behavior Among Male High School Students: A Randomized Controlled Trial

Conditions
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Video Game Addiction

Intervention / Treatment
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* Behavioral: Stage-matched interventions


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: High school male students who do not experience any psychiatric-mental disorder. Exclusion Criteria: High school male students who experience any psychiatric-mental disorder.

Ages Eligible for Study
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Minimum Age: 15 Years
Maximum Age: 20 Years

Sexes Eligible for Study
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Male

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Sequential Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Precontemplation, Contemplation, Preparation, Action, and Maintenance-based intervention<br>The intervention that would consider the Processes of Change that people use when they would be in the Precontemplation Stage of Change. | Behavioral: Stage-matched interventions<br>* The intervention would be using the Processes of Change that match each Stage of Change.<br>|
| Experimental: Contemplation-based intervention<br>The intervention that would consider the Processes of Change that people use when they would be in the Contemplation Stage of Change. | Behavioral: Stage-matched interventions<br>* The intervention would be using the Processes of Change that match each Stage of Change.<br>|
| Experimental: Preparation-based intervention<br>The intervention that would consider the Processes of Change that people use when they would be in the Preparation Stage of Change. | Behavioral: Stage-matched interventions<br>* The intervention would be using the Processes of Change that match each Stage of Change.<br>|
| Experimental: Action-based intervention<br>The intervention that would consider the Processes of Change that people use when they would be in the Action Stage of Change. | Behavioral: Stage-matched interventions<br>* The intervention would be using the Processes of Change that match each Stage of Change.<br>|
| Experimental: Maintenance-based intervention<br>The intervention that would consider the Processes of Change that people use when they would be in the Maintenance Stage of Change. | Behavioral: Stage-matched interventions<br>* The intervention would be using the Processes of Change that match each Stage of Change.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Stages of Change Scale for Digital Gaming Behavior | Stages of Change Scale for Digital Gaming Behavior that measures individuals' readiness to avoid problematic digital gaming behavior | 6 months | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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High school students, Problematic digital gaming, Transtheoretical Model of Change