Assessment and Characterization of Sleep Among Video Game Adult Players Without Video Game Use Disorder : a Feasability Study
SLEEPLAY
2 other identifiers
interventional
40
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Sep 2025
1 active site
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
First Submitted
Initial submission to the registry
June 11, 2025
CompletedStudy Start
First participant enrolled
September 29, 2025
CompletedFirst Posted
Study publicly available on registry
February 13, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 1, 2027
ExpectedStudy Completion
Last participant's last visit for all outcomes
April 1, 2027
February 13, 2026
July 1, 2025
1.5 years
June 11, 2025
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
EXPERIMENTALParticipants 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.
Non-gamers
ACTIVE COMPARATORParticipants 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).
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.
Eligibility Criteria
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
Study Officials
- PRINCIPAL INVESTIGATOR
Silvio GALLI, MD
CHU de Besançon
Central Study Contacts
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