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Evaluation of Interventions to Promote Work-Life Balance Among Students at Gaming Schools
Sponsor: Assistance Publique - Hôpitaux de Paris
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.
Key Details
Gender
All
Age Range
18 Years - 25 Years
Study Type
INTERVENTIONAL
Enrollment
200
Start Date
2027-01-01
Completion Date
2028-12-31
Last Updated
2026-10-22
Healthy Volunteers
Yes
Conditions
Interventions
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.
Locations (1)
Hôpital Robert Debré
Paris, France