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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.

Not yet recruiting

Opening soon. The study is approved but enrolment has not started yet. Sites may already take enquiries.

Sites and contacts
Official record
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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.

Enora LE ROUX, PhD contact

+331 40 03 24 65

enora.leroux@aphp.fr

Lorraine COUSIN, PhD contact

+331 40 03 24 65

lorraine.cousin@aphp.fr

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

Other trials in France

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.

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 groups in NCT07887659
Study groupRoleWhat they receive
Online health promotion interventions for gaming school studentsExperimentalStudents 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 studentsActive comparatorStudents 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.

  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.

    Measured: 6 months

Secondary outcomes (1)
  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.

  1. First posted21 Oct 2026
  2. Study start1 Jan 2027 (estimated)
  3. Primary completion31 Dec 2028 (estimated)
  4. Study completion31 Dec 2028 (estimated)

Resources

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)
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

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.

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