Classroom lessons curb teen gaming addiction and improve sleep
NCT ID NCT07423689
First seen Jun 27, 2026 · Last updated Jun 27, 2026
Summary
This study tested a 4-week school program to help teens aged 10-14 who were at high risk for digital game addiction. The program taught self-control, goal setting, and time management through classroom sessions. Researchers compared 110 students from two schools—one group got the program, the other did not—to see if it reduced gaming addiction and sleep problems.
What this could mean
Our plain-language read of the trial. This is informational only, not medical advice or a prediction.
- Active substance
- School-based self-regulation program (behavioral intervention)
- What this could lead to
- If successful, this program could offer schools a simple, low-cost way to help teens cut down on excessive gaming and improve their sleep.
- What could go wrong
- This is a small, completed trial with only 110 participants from two schools, so results may not apply to all teens. The program is short (4 weeks) and long-term effects are unknown.
This is an AI summary of the original study and may miss details. Read our disclaimer.
Study facts
What this study's own registry entry says, in plain language.
- Phase
-
Not a phased trial
Phase numbers describe drug development. The registry uses this when they do not apply, as it does for trials of devices, procedures or behaviour changes, and for observational studies.
- Participants
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110 people
The number who actually took part.
- Started
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Oct 2024
- Finished
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Mar 2025
- Lead sponsor
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Other sponsor
The registry's catch-all category, for sponsors it does not file as a company, a government agency, or a research network.
Who can take part
This study's own entry requirements. Only the study team can say for certain whether you qualify.
- Ages
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10 to 14 years
- Sex
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Anyone
- Healthy volunteers
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Accepted
You do not need to have the condition being studied to take part.
Show the full entry requirements Hide the full entry requirements
Copied word for word from the study's registry entry, so the wording is the study team's rather than ours.
Inclusion Criteria: * Enrollment in one of the two selected public middle schools in the city center * Aged 10-14 years * Classified as "high-risk" for digital game addiction based on screening assessment * Ability to understand and complete study questionnaires * Written informed consent obtained from parents/guardians and assent from students Exclusion Criteria: * Diagnosed psychiatric or neurological disorder that may interfere with participation * Currently receiving psychological or behavioral treatment targeting digital game use * Inability to attend intervention sessions regularly * Withdrawal of consent during the study
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Conditions
The condition(s) this trial relates to.
As listed by the trial registrant
The condition terms exactly as the trial's registrant entered them.
Contacts and locations
Locations
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Mithatpaşa İlkokulu
Zonguldak, 67100, Turkey (Türkiye)
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Rüzgarlımeşe İlkokulu
Zonguldak, 67100, Turkey (Türkiye)
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Other studies related to the condition(s) this trial covers.
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