Purpose: Many studies have used game-based interventions to educate children about asthma. The study aims to determine the effectiveness of these games in improving asthma control and related outcomes in children.
Methods: Seven databases were searched: PubMed, Cochrane Library, Scopus, CINAHL, Embase, Web of Science, and PsycINFO'. All research papers published until June 2023 were included. MeSH terms and keywords were used in the literature search. The Joanna Briggs Institute Meta-Analysis of Statistics Assessment and Review Instruments was used to assess the risk of bias.
Results: This systematic review and meta-analysis included nine studies with a total sample size of 694 children. The effect size for hospitalization rates was not statistically significant (p > 0.05), although the association was significant (p = 0.004). Conversely, a statistically significant reduction in emergency visits was observed (p < 0.05), with an effect size estimate of 0.376. The analysis also revealed a significant improvement in asthma knowledge (p < 0.05), with an effect size estimate of 0.677 (95 % CI: 0.240 to 1.114, p = 0.002), and an increase in asthma control (p < 0.05), although the association was not statistically significant (p = 0.120) with an effect size estimate of 0.169 (95 % CI: -0.044 to 0.381). Conversely, no statistically significant effect was observed for asthma attitude (p > 0.05).
Conclusion: Game-based interventions have shown promise in improving asthma management in children by enhancing knowledge and control and reducing emergency visits. This approach is increasingly recommended in clinical settings, though there is notable heterogeneity in study design and participant demographics.
Objective: This study aimed to investigate the relationship between adolescents' digital addiction levels and their social anxiety, trait anger and anger expression styles.
Method: The study was devised as a descriptive and correlational research study. The sample consisted of 958 adolescents in Konya, Turkey. The data were collected via Personal Information Form, Digital Addiction Scale for Children, Social Anxiety Scale for Adolescents, and Trait Anger and Anger Expression Style Scale.
Results: The total mean score of digital addiction in adolescents was found as 56.74 ± 19.02. A significant relationship was found between digital addiction, and trait anger, anger out, anger in, anger control and social anxiety levels (p < 0.01). Grade, mother's educational and employment status, trait anger, anger out, anger in, anger control, and social anxiety explain 69.3 % of the variation on digital addiction levels.
Conclusion: As digital addiction levels increase, social anxiety, trait anger, anger in, and anger out levels also increase. However, the level of anger control decreases as digital addiction levels rise. These variables are predictors of digital addiction levels.
Implications for nursing practice: To protect and improve adolescent health concerning biopsychosocial aspects, comprehensive educational programs and seminars about digital addiction should be organized for families and adolescents by nurses in collaboration with educational institutions. To assist adolescents in managing negative emotions such as social anxiety and anger more effectively, nurses should encourage the engagement in a variety of activities and hobbies in educational and extracurricular social settings in addition to developing and implementing relevant psychoeducational programs.