NCT07411404

Brief Summary

The primary objective of the SLEEPLAY study is to assess the feasibility of a research protocol investigating the impact of video games on sleep in adults. More specifically, this study aims to identify potential barriers, facilitators of participation, and participant adherence to various measurement tools (such as actigraphy and melatonin assays) to validate the protocol for a larger future study. Additionally, it seeks to optimize the recruitment of regular adult gamers and determine the conditions that will enable better collection of objective sleep data. The relevance of this feasibility study lies in its ability to test and refine the methodology, thereby facilitating future research while minimizing costs and implementation time.

Trial Health

77
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
40

participants targeted

Target at P25-P50 for not_applicable

Timeline
9mo left

Started Sep 2025

Geographic Reach
1 country

1 active site

Status
recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Progress47%
Sep 2025Apr 2027

First Submitted

Initial submission to the registry

June 11, 2025

Completed
4 months until next milestone

Study Start

First participant enrolled

September 29, 2025

Completed
5 months until next milestone

First Posted

Study publicly available on registry

February 13, 2026

Completed
1.1 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

April 1, 2027

Expected
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

April 1, 2027

Last Updated

February 13, 2026

Status Verified

July 1, 2025

Enrollment Period

1.5 years

First QC Date

June 11, 2025

Last Update Submit

February 11, 2026

Conditions

Outcome Measures

Primary Outcomes (4)

  • Recruitment Capacity

    Number of participants successfully included in the study per month within each group (Regular Gamers and Non-Gamers).

    Month 20 of the study

  • Attrition rate

    Percentage of participants who drop out of the study.

    Month 21 at the end of the study

  • Data Completeness

    Mean number of days with valid data for: sleep diary, video game and screen-use diary, actigraphy (≥90% wear time), urinary samples for 6-sulfatoxymelatonin

    Month 21 at the end of the study

  • Acceptability

    Proportion of subjects who accepted to participate in the study compared to the number of eligible patients contacted.

    Month 20 of the study

Secondary Outcomes (8)

  • Average Sleep Onset Latency

    Month 1

  • Total Sleep Time (minutes) measured by wrist actigraphy.

    Up to Day 25 post-inclusion

  • Sleep Onset Latency (minutes) from daily sleep diary.

    Up to Day 25 post-inclusion

  • Sleep Efficiency (Actigraphy)

    Up to Day 25 post-inclusion

  • Circadian Phase Marker - 6-SMT Acrophase

    Up to Day 25 post-inclusion

  • +3 more secondary outcomes

Study Arms (2)

Regular Gamers

EXPERIMENTAL

Participants who play video games at least 3 times per week for a minimum of 2 years, with an IGDT-10 score of less than 5.

Behavioral: Sleep Assessment Protocol

Non-gamers

ACTIVE COMPARATOR

Participants who do not play video games regularly or play only experimentally (once in their lifetime) or occasionally (at least once a year and less than once a month).

Behavioral: Sleep Assessment Protocol

Interventions

Participants will engage in a structured protocol to assess sleep patterns and potential disturbances related to video game usage. This protocol includes: * Completion of diaries: Participants will maintain a sleep diary, video game usage diary, and screen time diary for 14 days to record their activities and sleep quality. * Clinical assessments: At Visit 2, participants will complete questionnaires related to sleep quality and disturbances, administered by a sleep specialist neurologist. * Actigraphy monitoring: Participants will wear an actimeter during the 14-day recording period to objectively measure sleep activity. * Biological sampling: After the 14 days, participants will provide urinary samples for analysis of 6-sulfatoxymelatonin to evaluate melatonin levels.

Non-gamersRegular Gamers

Eligibility Criteria

Age18 Years - 40 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

You may qualify if:

  • Women and men aged 18 to 40
  • Signed informed consent form
  • For regular gamers: playing video games at least 3 times a week in the past 2 years, with IGDT-10 (Ten-Item Internet Gaming Disorder Test) \> 5
  • For control group: non-player or occasional player (at least once in the previous year, but less than once a month)

You may not qualify if:

  • Night worker
  • WIth treatment for sleep disorder or interfering with melatonin secretion (betablokers, melatonin supplements,some antidepressants)
  • Any pathology leading to circadian rythm disorder, neurological or psychiatric disorder
  • major addiction (any game or gambling disorder) except for coffee and tabacco

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

CHU de Besançon

Besançon, 25000, France

RECRUITING

Study Officials

  • Silvio GALLI, MD

    CHU de Besançon

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Karine CHARRIERE, PhD

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NON RANDOMIZED
Masking
NONE
Purpose
OTHER
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

June 11, 2025

First Posted

February 13, 2026

Study Start

September 29, 2025

Primary Completion (Estimated)

April 1, 2027

Study Completion (Estimated)

April 1, 2027

Last Updated

February 13, 2026

Record last verified: 2025-07

Data Sharing

IPD Sharing
Will not share

Locations