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Starting soon Not applicable

Evaluation of Interventions to Promote Work-Life Balance Among Students at Gaming Schools

NCT07887659 · tracked via the Priya Life Science France tracker
Phase
Not applicable
Started
2027-01-01
Last updated
2026-10-22

Condition(s) studied

Internet Gaming Disorder

Investigational drug(s) / intervention(s)

Online health promotion interventions for gaming school studentsIn person health promotion interventions for gaming school students

Online 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.

In person health promotion interventions for gaming school students: 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.

Study 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.

Eligibility

Sex
ALL
Min age
18 Years
Max age
25 Years
Healthy volunteers
Accepted
Inclusion criteria: * Students enrolled in one of the two participating schools; * aged 18 to 25 years; * having provided electronic informed consent. Exclusion criteria: * Repeating students; * refusal to participate.

Primary outcome measure(s)

  • Change in Internet Gaming Disorder (IGD) score — 6 months
    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.

Trial sites (1)

FacilityCityRegionStatus
Hôpital Robert Debré Paris France
Official registry record

This page summarises publicly available registry data for informational purposes — not medical advice. Eligibility is determined by each study team; patients should discuss participation with their clinician.

View NCT07887659 on ClinicalTrials.gov ↗ ← All trials in France