NCT07887659

Brief Summary

Introduction : Internet Gaming Disorder (IGD) affects an estimated 14% of French adolescents, with consequences ranging from sleep disorders and academic failure to social and mental health difficulties. Despite growing recognition of the disorder, evidence-based interventions tailored to high-risk youth remain scarce. Objective : To assess the effect of co-constructed interventions, online (in-game conference and building challenges) and in-person (lecture and campus challenges), on reducing IGD-related risks. Methods Quasi-experimental comparative study. 200 students (18-25 years) recruited across two gaming schools in Bordeaux and Nantes over an academic year. IGD assessed via the Gaming Addiction Scale at baseline (M0) and 6 months (M6), alongside broader health measures (sleep, mental health, sedentary behavior). Implementation data and qualitative insights are also collected. Expected outcomes Reduction in IGD scores, evidence on the relative effectiveness of online vs. in-person formats, and actionable insights for scaling school-based gaming disorder prevention programs.

Trial Health

63
Monitor

Trial Health Score

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

Enrollment
200

participants targeted

Target at P75+ for not_applicable

Timeline
24mo left

Started Jan 2027

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
not yet 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

First Submitted

Initial submission to the registry

October 14, 2026

Completed
7 days until next milestone

First Posted

Study publicly available on registry

October 21, 2026

Completed
2 months until next milestone

Study Start

First participant enrolled

January 1, 2027

Expected
2 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 31, 2028

Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 31, 2028

Last Updated

October 21, 2026

Status Verified

September 1, 2026

Enrollment Period

2 years

First QC Date

October 14, 2026

Last Update Submit

October 14, 2026

Conditions

Keywords

IGD; gaming addiction; health promotion; online intervention

Outcome Measures

Primary Outcomes (1)

  • Change in Internet Gaming Disorder (IGD) score

    Change in IGD score measured by the Gaming Addiction Scale (GAS), a validated self-administered questionnaire assessing problematic gaming behaviors. The scale is completed online at baseline and at 6 months. A reduction in score indicates a decrease in IGD-related risk.

    6 months

Secondary Outcomes (1)

  • Overall health status (sleep quality, mental health, sedentary behavior, and social health)

    19 months

Study Arms (2)

Online health promotion interventions for gaming school students

EXPERIMENTAL

Students allocated to the online intervention arm, receiving streamer-led conferences and virtual building challenges delivered through digital platforms and online game environments.

Other: Online health promotion interventions for gaming school students

In person health promotion interventions for gaming school students

ACTIVE COMPARATOR

Students allocated to the in-person intervention arm, receiving in-school lectures and campus-based team challenges promoting balanced gaming habits and healthier school environments.

Other: In person health promotion interventions for gaming school students

Interventions

Students receive two in-person interventions delivered within their school: a lecture-based conference promoting balanced gaming habits, and campus-based challenges encouraging collective action around wellbeing and healthier gaming environments.

In person health promotion interventions for gaming school students

Two complementary online interventions co-designed with students, streamers, and teaching staff. The first consists of a two-hour virtual conference led by mental health professionals and popular gaming influencers, with interactive discussions. The second involves multi-week virtual building challenges in digital game environments, inviting participants to explore concepts of life balance and wellbeing through creative gameplay.

Online health promotion interventions for gaming school students

Eligibility Criteria

Age18 Years - 25 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Hôpital Robert Debré

Paris, 75019, France

Location

MeSH Terms

Conditions

Internet Addiction Disorder

Condition Hierarchy (Ancestors)

Technology AddictionBehavior, AddictiveCompulsive BehaviorImpulsive BehaviorBehavior

Study Officials

  • Enora LE ROUX, PhD

    Assistance Publique - Hôpitaux de Paris

    STUDY CHAIR

Central Study Contacts

Enora LE ROUX, PhD

CONTACT

Lorraine COUSIN, 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

October 14, 2026

First Posted

October 21, 2026

Study Start (Estimated)

January 1, 2027

Primary Completion (Estimated)

December 31, 2028

Study Completion (Estimated)

December 31, 2028

Last Updated

October 21, 2026

Record last verified: 2026-09

Locations