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Not yet recruitingNCT07887659JERRIUpdated Oct 22, 2026

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

An interventional study of Online health promotion interventions for gaming school students and In person health promotion interventions for gaming school students in Internet Gaming Disorder, sponsored by Assistance Publique - Hôpitaux de Paris. Not yet recruiting at 1 site in France. Open to participants aged 18 Years to 25 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-10-22.

Sponsored by Assistance Publique - Hôpitaux de Paris · Not applicable, Interventional, and Other

Updated Oct 22, 2026Eligibility revisedNewly registeredGo to Updates ↓
Phase
Not applicable
Study type
Interventional
Enrollment
200
Allocation
Non-randomized
Ages
18 Years to 25 Years
Sex
All
01

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.

Read the detailed description

Introduction :

Internet Gaming Disorder (IGD) is characterized by an over-investment in video gaming leading to significant disruption of social, cognitive, and emotional functioning. Recognized in the DSM-5 since 2013 as a condition warranting further research, IGD is now increasingly documented in young populations worldwide. It is understood as a complex, multidimensional condition expressed on a continuum, shaped by a combination of internal risk factors (structural brain deficits, emotional difficulties, mental health vulnerabilities) and external ones (social environment, parental supervision, game-specific characteristics). In France, an estimated 14% of adolescents may be affected by problematic video game use, a figure that reflects a broader international trend, with prevalence rates ranging from 1.2% to 14.6% across European studies depending on the diagnostic criteria and age groups considered. Consequences are wide-ranging and can be severe: sleep disorders, weight gain, academic failure, reduced cognitive performance, social withdrawal, anxiety, and in the most serious cases, suicidal ideation and self-harm behaviors. Well-documented risk factors include poor family supervision, depressive symptoms, low frustration tolerance, and certain gaming practices such as frequent online multiplayer gaming. Gender also plays a role, with male gamers being more frequently identified in clinical and research settings, while female gamers appear to present distinct risk profiles and different patterns of impact on mental health, a dimension that remains underexplored in the literature.

Beyond these individual consequences, IGD also raises important public health challenges. Most affected young people do not seek professional help, citing cost, confidentiality concerns, and lack of trust as major barriers. This underscores the need for proactive, community-embedded prevention approaches that reach young people where they are, in formats they find credible and engaging. Despite growing recognition of the disorder, evidence-based prevention interventions specifically tailored to high-risk youth populations remain scarce. Existing studies focus predominantly on clinical settings or general adolescent populations, leaving a significant gap for populations at structurally elevated risk.

Gaming school students represent one such underserved group. For them, video gaming is simultaneously a central daily activity, a social identity, and a professional pathway, creating a unique and complex risk profile that standard public health approaches are ill-equipped to address. Reaching this population requires interventions that are culturally embedded, co-designed with the community, and capable of being delivered within their educational environment and through the digital channels they inhabit. The JERRI project was designed to respond directly to this gap.

Objective To evaluate the effectiveness of co-constructed school- and internet-based interventions on reducing IGD-related risks among first-year gaming school students, and to compare the relative impact of online versus in-person delivery formats. Secondary objectives include describing the implementation processes of each intervention (fidelity, dose, acceptability, and relevance), exploring individual and contextual factors that may moderate intervention effects, characterizing the nature and quality of stakeholder partnerships built throughout the project, documenting the prevalence of IGD and associated sociodemographic factors at baseline, and tracking the broader health trajectories of participants over the study period, including sleep, mental health, sedentary behavior, and social health.

Methods JERRI is a quasi-experimental comparative study conducted across two gaming schools in Bordeaux and Nantes (E-Art Sup). Students aged 18 to 25 are recruited over an academic year, targeting a total of 200 participants. School-level allocation determines exposure to an intervention online or in presence condition, without randomization. All interventions were co-designed upstream with volunteer students, popular gaming streamers, and teaching staff to ensure cultural relevance, credibility, and acceptability within this specific community. They are delivered either online or in-person, with format and setting varying by school and academic year.

Online interventions include streamer-led conferences broadcast on the school's digital platforms and co-animated by mental health professionals, promoting balanced and informed gaming habits through interactive discussions; and virtual building challenges taking place in online game environments, where participants are invited to explore themes of wellbeing, time management, and life balance through creative gameplay over several weeks. In-person interventions mirror this structure in a real-world setting: in-school conferences held in amphitheaters, combining expert presentations, gamer testimonials, and group discussion; and campus-based challenges where students work in teams over several weeks on concrete collective projects such as awareness campaigns, school events, and peer-led initiatives promoting healthier gaming environments.

The primary outcome is the change in IGD score measured by the Gaming Addiction Scale between baseline (M0) and six months (M6). Secondary outcomes include broader health dimensions such as sleep quality, mental health, sedentary behavior, and social health, assessed through self-administered online questionnaires at multiple time points. Implementation fidelity, dose, acceptability, and stakeholder engagement are monitored continuously through structured observations and informal interviews with students and school staff.

Expected outcomes A meaningful reduction in IGD scores among students exposed to the interventions, alongside robust evidence on the comparative effectiveness of online versus in-person formats. The study also aims to identify the individual and contextual factors that moderate intervention effects, generating knowledge that goes beyond simple efficacy assessment toward a deeper understanding of what works, for whom, and under what conditions. In the longer term, findings are expected to provide actionable insights for designing, adapting, and scaling school-based gaming disorder prevention programs that are genuinely embedded in gaming cultures and relevant to the populations they aim to serve.

02

Conditions studied

  • Internet Gaming Disorder

Keywords

  • Internet Gaming Disorder
  • gaming addiction
  • health promotion
  • online intervention
03

In context

Internet Addiction Disorder

173 studies on the registry are indexed under Internet Addiction Disorder; 51 are open to participants now.

This study's planned enrollment of 200 is above the median of 88 across 96 interventional studies indexed under Internet Addiction Disorder.

Browse Internet Addiction Disorder studies →

Lead sponsor

Assistance Publique - Hôpitaux de Paris is the lead sponsor of 3,576 studies on the registry; 1,028 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
18 Years to 25 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • Students enrolled in one of the two participating schools;
  • aged 18 to 25 years;
  • having provided electronic informed consent.

Exclusion criteria

Exclusion criteria:

  • Repeating students;
  • refusal to participate.
05

Study design

Phase
Not applicable
Primary purpose
Other
Allocation
Non-randomized
Intervention model
Parallel assignment
Masking
None (open label)
Enrollment
200 participants (estimated)

Study arms

  • Experimental
    Online health promotion interventions for gaming school students

    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

  • Active comparator
    In person health promotion interventions for gaming school students

    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

  • OtherOnline 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.

  • OtherIn 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.

06

What researchers measure

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.

    Time frame: 6 months

Secondary outcomes

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

    Self-reported assessment of four health dimensions through validated questionnaires administered at each time point: sleep quality and duration; mental health including symptoms of anxiety and depression; sedentary time and physical activity levels; and quality of social relationships and social functioning.

    Time frame: 19 months

07

Study locations

1 site
08

References and documents

Individual participant data

Plan to share: Undecided

No publications or documents are linked to this record.

09

Timeline

2 registry updates since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reachedSimilar studies: half by the dot; the band is the middle halfHalf of similar studies reached it by the dot; the band is the middle half, from a quarter to three quarters

Start is estimated for Jan 2027; primary completion for Dec 2028, 23 months later.

Of 73 non-industry interventional studies with no phase under Internet Addiction Disorder, half reached primary completion within 6 months of starting (the median), counting those still running; a quarter within 3 and three quarters within 11. This study's planned 23 months is above that.

Counting every sponsor, half of 73 studies reached it within 6 months; a quarter within 3 and three quarters within 11.

How these figures are worked out, and which studies are left out of them.

Registered
Oct 14, 2026
First posted
Oct 21, 2026
StartEst.
Jan 1, 2027
Primary completionEst.
Dec 31, 2028
CompletionEst.
Dec 31, 2028
Last update
Oct 22, 2026
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
Also revised
eligibility
Registered
First appeared on the registry
Oct 21, 2026
Show all 2 updates
  1. Oct 22, 2026
    Eligibility Criteria revised
    + 1 other change: conditions
  2. Oct 21, 2026
    First appeared on the registry

From the registry record's own update history. This site started tracking changes on Sep 25, 2026; for anything earlier, see the record history on ClinicalTrials.gov ↗

10

Registry details

Key details

Study ID
NCT07887659
Responsible party
Sponsor
First posted
Oct 21, 2026
Start date
Jan 1, 2027 (estimated)
Primary completion
Dec 31, 2028 (estimated)
Completion
Dec 31, 2028 (estimated)
Last update
Oct 22, 2026

Study contacts

Enora LE ROUX, PhD
Contact
enora.leroux@aphp.fr
+331 40 03 24 65
Lorraine COUSIN, PhD
Contact
lorraine.cousin@aphp.fr
+331 40 03 24 65
Enora LE ROUX, PhD
study chair · Assistance Publique - Hôpitaux de Paris

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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This study is not yet recruiting, as verified in Sep 2026. You cannot join it, but the record below documents what was studied.

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