Internet Gaming DisorderJERRINCT07887659
Evaluation of Interventions to Promote Work-Life Balance Among Students at Gaming Schools
A study testing Online health promotion interventions for gaming school students and In person health promotion interventions for gaming school students in people with Internet Gaming Disorder, run by Assistance Publique - Hôpitaux de Paris at 1 site in France.
Trial 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. Read more about this study
- Who is it for?
- Ages 18 to 25 yearsHealthy volunteers can take part
- Conditions the study is for
- Internet Gaming Disorder
- What is being tested?
- Online health promotion interventions for gaming school students and In person health promotion interventions for gaming school students
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 200 participants
- Where
- 1 siteFrance
- Study dates
- 1 Jan 2027to 31 Dec 2028
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 25 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- Students enrolled in one of the two participating schools;
- aged 18 to 25 years;
- having provided electronic informed consent.
Who cannot join
- Repeating students;
- refusal to participate.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
France1 site
Hôpital Robert Debré
Paris, 75019
Enora LE ROUX, PhD, +331 40 03 24 65, enora.leroux@aphp.fr
Lorraine COUSIN, PhD, +331 40 03 24 65, lorraine.cousin@aphp.fr
About this study
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.
Read more
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.
- Conditions
- Internet Gaming Disorder
- Being tested
- Online health promotion interventions for gaming school students, In person health promotion interventions for gaming school students
- Keywords
- Internet Gaming Disorder, gaming addiction, health promotion, online intervention
- Medical subject headings
- Internet Addiction Disorder
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Online health promotion interventions for gaming school studentsOther
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 studentsOther
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 group | Role | What they receive |
|---|---|---|
| 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. Receives: 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. Receives: Other: In person health promotion interventions for gaming school students |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: 19 months
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted21 Oct 2026
- Study start1 Jan 2027 (estimated)
- Primary completion31 Dec 2028 (estimated)
- Study completion31 Dec 2028 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Internet Gaming DisorderStudies of the same condition, open and under way.
- More trials run by Assistance Publique - Hôpitaux de ParisThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 200 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Assistance Publique - Hôpitaux de Paris
- Sponsor type
- University, hospital or other
- Responsible party
- Sponsor
- Investigators
- Enora LE ROUX, PhD, Study chair, Assistance Publique - Hôpitaux de Paris
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07887659
- Sponsor's protocol ID
- APHP260032
- Other IDs
- 2026-A00264-47
- Acronym
- JERRI
- Status last verified
- Sep 2026
- First submitted
- 14 Oct 2026
- Last updated
- 22 Oct 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- Undecided
Study at a glance
From the registry record, last updated by the sponsor on 22 Oct 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Evaluation of Interventions to Promote Work-Life Balance Among Students at Gaming Schools
- ClinicalTrials.gov ID
- NCT07887659
- Acronym / sponsor ID
- JERRI / APHP260032
- Conditions
- Internet Gaming Disorder
- Keywords
- Internet Gaming Disorder, gaming addiction, health promotion, online intervention
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 200 participants (estimated)
- Lead sponsor
- Assistance Publique - Hôpitaux de ParisUniversity, hospital or other
- Study start
- 1 Jan 2027 (estimated)
- Primary completion
- 31 Dec 2028 (estimated)
- Study completion
- 31 Dec 2028 (estimated)
- First posted
- 21 Oct 2026 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
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.
Study design
- Primary purpose
- Other
- Allocation
- Non-randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Online health promotion interventions for gaming school students | Experimental | Other: Online health promotion interventions for gaming school studentsStudents allocated to the online intervention arm, receiving streamer-led conferences and virtual building challenges delivered through digital platforms and online game environments. |
| In person health promotion interventions for gaming school students | Active comparator | Other: In person health promotion interventions for gaming school studentsStudents allocated to the in-person intervention arm, receiving in-school lectures and campus-based team challenges promoting balanced gaming habits and healthier school environments. |
Who may qualify
- Ages
- 18 to 25 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (3 listed)
- Students enrolled in one of the two participating schools;
- aged 18 to 25 years;
- having provided electronic informed consent.
Key exclusion criteria (2 listed)
- Repeating students;
- refusal to participate.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Online health promotion interventions for gaming school studentsTwo 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. | Other | Online health promotion interventions for gaming school students |
| In person health promotion interventions for gaming school studentsStudents 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. | Other | In person health promotion interventions for gaming school students |
Primary outcome
Change in Internet Gaming Disorder (IGD) score
Time frame: 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.
1 secondary outcome
Overall health status (sleep quality, mental health, sedentary behavior, and social health)
Time frame: 19 months
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 22 Oct 2026.
- Individual participant dataSharing planned: Undecided
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
Enora LE ROUX, PhD study chair
Assistance Publique - Hôpitaux de Paris
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Online health promotion interventions for gaming school students and In person health promotion interventions for gaming school students in people with Internet Gaming Disorder, run by Assistance Publique - Hôpitaux de Paris at 1 site in France.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: opening soon, as of the sponsor's last update on 22 Oct 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in France. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Enora LE ROUX, PhD (+331 40 03 24 65, enora.leroux@aphp.fr), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Change in Internet Gaming Disorder (IGD) score (time frame: 6 months). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 22 Oct 2026; AzTrials last refreshed its copy on 7 Nov 2026.