View clinical trials related to Technology Addiction.
Filter by:Digital addiction has become a prevalent concern among adolescents, particularly middle school students. This study aims to develop and evaluate an addiction management model for 6th-grade students at risk of digital addiction. The model will combine standardized psychological resilience training with emotional freedom techniques to address both the behavioral and emotional aspects of digital addiction.
The study focuses on fibromyalgia, a condition characterized by chronic pain, fatigue, and associated issues like sleep disorders, depression, and anxiety. The investigators' goal is to detect smart phone addiction among fibromyalgia patients and assess potential improvements in their quality of life and smart phone addiction after receiving fibromyalgia education. Participants will report their recent exercise, social activities, sleep quality, and screen time for the past week. They will also complete the Revised Fibromyalgia Impact Questionnaire (FIQR) to measure pain and physical function and the Smart Phone Addiction Scale-Short Version (SAS-SV) to assess smart phone use. Diaries will track daily exercise, socialization, sleep, and screen time for 20 days. The intervention group will receive fibromyalgia education, covering an overview of fibromyalgia, coping strategies, and discussions on the impact of digital addictions. This education, delivered via a brief Microsoft PowerPoint program presentation by a physician, aims to help patients. After 20 days, all participants will redo the FIQR and SAS-SV assessments, and diary data will be collected. This study examines how physician-provided fibromyalgia education affects pain levels, quality of life, smart phone addiction, socialization, exercise, sleep, and screen time based on patient diaries. The results will deepen our understanding of how brief education can enhance the lives of fibromyalgia patients and aid in developing more effective strategies to manage pain and improve their quality of life.
The study will be conducted with the randomized controlled experimental method. The purpose of this research is to determine the effect of digital game addiction awareness training given to parents of 6th-grade secondary school students on their parents' awareness levels of digital game addiction. Parents will be randomly assigned to groups by lottery method. After the randomization parents of students in the intervention group will be given 'Digital Game Addiction Awareness Training'. The digital game addiction awareness level of all parents will be determined with the 'Digital Game Addiction Awareness Scale' before and 3 months after the training. Parents in the control group will not be educated. The digital game addiction awareness level of the parents in the control group will be determined with the 'Digital Game Addiction Awareness Scale' when they are included in the research and 3 months later.
Adapted sport is constantly evolving thanks to the technological and scientific advances in the field of sports that are being developed in our era. Until a few years ago, the study of training, loads, volumes and work intensities were the focus of attention, but nowadays, expanding towards recovery of the individual and consequently to an improvement of the assessments and treatments from the point of view of the alteration of the movement. Impaired motor control is a consequence of most central nervous system (CNS) movement disorders, such as cerebral palsy. A common physical examination includes assessment of passive muscle elongation endurance, isometric and isotonic testing. This test is used to judge the degree and nature of muscle hyperendurance, to determine etiology at the muscle tissue and/or motor control level, and to infer consequences for overall motor performance in functional tasks. Although this physical examination is in widespread clinical use and provides clinically essential information, it is still a subjective assessment and depends on several factors such as intra- and inter-examiner variability.this variability and subjectivity calls for a consensus on the interpretation and measurement of muscle neurophysiological responses in patients with neurological diseases.Generally, the assessment instruments used for the analysis of hypertonia in adapted sports are based on standardized tests and trials. Specifically, in CP (Cerebral Palsy)-Football, hypertonia is assessed by the degrees of spasticity of the modified Ashworth Scale. There is a need for instrumental assessment to validate subjectivity and thus facilitate the applicability, objectivity, characterization and monitoring of the pathology, such as surface electromyography (EMS). The tests will be performed in a control group of healthy subjects and an experimental group with subjects belonging to the Spanish National Football Team of cerebral palsy and acquired brain damage. After collecting the records, the behavioral patterns in both groups will be evaluated, establishing possible differences between them for the clinimetric indicators analyzed related to muscle activity, thus allowing a characterization of the sample. Subsequently, by means of the post-exertion assessment of the experimental group, we will analyze the influence of muscle fatigue after an international soccer match. Therefore, the development of the project aims to provide clinical health professionals and professionals in sports physical activity with evaluative tools (EMG) sensitive to clinical changes that allow characterizing, classifying and observing the evolution of their athletes through a simple, fast and agile characterization of indicators based on surface electromyography for patients with cerebral palsy and acquired brain damage.
The increasing use of computers and mobile devices due to advancing technology has brought with it some negative consequences such as video game addiction. Research has shown that playing video games for too long can lead to a number of acute and chronic serious musculoskeletal problems that can negatively affect health. The aim of the present study is to investigate the effect of telerehabilitation-based structured exercise program in video game-addicted adults and compare these effects with the effect of brochure-based exercise. Postural assessments, pain assessments, fine motor skill assessments, grip strength measurements, and reaction time assessments were performed. All assessments were repeated before and after the 8-week program for both groups. Participants in the EG were given a telerehabilitation-based structured exercise program for an average of 40 minutes three days a week for 8 weeks. Participants in the CG were given brochure-based exercises three days a week for 8 weeks.
to investigate the effect of mobile phone addiction with forward head posture on the endurance of deep neck flexor muscles, respiratory functions, pain pressure threshold , and neck functional disability level.
A Stage-matched randomized controlled trial seeks to change the problematic digital gaming behavior among high school male students.
Technological products are tools that make human life easier. Among these tools that have become an indispensable part of human life, smart devices, namely smart phones, tablets and computers, have a special place. It is seen that the time spent by both parents and children in the family with smart devices has increased for various reasons. This situation creates effects on the developmental processes of children. In the literature, it is seen that children and adolescents are more exposed to digital technology. Preschoolers, unlike other children, are in the process of forming healthy habits that will continue to reflect their future quality of life. Incorrect posture in preschool and school-aged children can cause extremely serious health problems in adulthood, if not detected and removed in time. Knowledge of postural control and muscle strength can be important both for identifying children at high risk of falls and injury and for developing fall and injury prevention intervention programs. More specifically, knowledge of a potential relationship between postural control and muscle strength can assist in tailoring specially designed injury and fall prevention intervention programs. As a result, with the changing world, the age at which children start using technological devices is gradually decreasing, and as age increases, the duration of device use also increases. Provider, children's exposure to technology will be much longer than adults. There are no studies evaluating the relationship between technology addiction, posture disorder, balance and muscle strength in the preschool period. Generally, research has been done on technology addiction and posture disorder. The aim of our research is not only to investigate the technology addiction and posture disorder of preschool children, but also to evaluate the relationship between future muscle strength and balance of the posture disorder that may occur.
This is a cross-sectional observational study whose objective is to analyse the relationship between behavioural addictions and drug addictions with obesity, physical activity, sedentary lifestyle, arterial stiffness and vascular ageing in young adults, since many of the lifestyles of adulthood are established early in life, and it is easier to prevent them before they start than to achieve their abandonment once they are established as unhealthy lifestyles
The aim of this study is to determine the effect of the education given in technology addiction course to nursing students studying at a foundation university on students' perspectives on addiction and addiction levels.A self-report online survey method was used to collect data. After the data collection tools used were made suitable for filling in the online environment, the questionnaires were delivered to the participants using e-mail and social media networks. The pretest was collected just before the start of the personal development phase training on technology addiction. Then, technology addiction personal development training planned by the researcher was applied to the students in the experimental group for 10 weeks. After the end of the lessons, the same questionnaires were used as a posttest application. The same data collection tools were applied to the control group without any intervention.