Don't Go There: A Geospatial mHealth App for Gambling Disorder
- Conditions
- Gambling Disorder
- Registration Number
- NCT04158037
- Lead Sponsor
- St. Louis University
- Brief Summary
The goal of this project is to develop and to test the efficacy of a novel mHealth app for gambling disorder. The app capitalizes on smartphones' global positioning software (GPS) that recognizes a user's location to within 15 feet. Users will receive an alert of this go near a gambling venue. The project will conduct a 12-week pilot randomized clinical trial to test the short-term efficacy of the app with gambling disorder individuals.
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- RECRUITING
- Sex
- All
- Target Recruitment
- 40
- Currently meets DSM-5 criteria for gambling disorder
- At least 4 non-online gambling episodes in past 60 days
- Wagering at least $100 total over past 60 days
- Willingness to accept random assignment
- English speaking
- Android phone user
- Age <18 years old
- Severely disruptive behavior
- Serious uncontrolled psychiatric behavior that requires acute psychiatric care
- Decline permission to collect zero permission data from smartphone.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Primary Outcome Measures
Name Time Method Patient satisfaction with the gambling app From baseline to post-treatment (12 weeks) Investigator derived patient satisfaction self-report questionnaire. Five items, using a 7-point Likert scale from very dissatisfied (1) to very satisfied (7). Higher scores indicate a better outcome.
App usage (feasibility) From baseline to post-treatment (12 weeks) Number of days the app is active on a user's smartphone. Days can range from 0 to 84.
- Secondary Outcome Measures
Name Time Method Gambling behavior via Timeline Followback (Weinstock, Whelan, & Meyers, 2004) From baseline to post-treatment (12 weeks) Self-report gambling frequency and intensity as assessed by the Gambling Timeline Followback - a retrospective self-report calendar. Gambling frequency can range from 0 to 84; gambling intensity is measured in $ and time (hours). Dollars wagered can range from $0 to unlimited $. Time is measured in hours and can range from 0 to \>1,000 hours. Higher scores indicate a worse outcome.
Gambling-related harms (Browne et al., 2018) From baseline to post-treatment (12 weeks) Self-reported gambling harms as assessed by the 72-item Gambling-Related Harms Questionnaire (yes/no responses). Scores range from 0 to 72. Higher scores indicate a worse outcome.
Quality of Life Inventory (Frisch et al., 1994). A self-reported quality of life measure assessing 17 domains of life for importance and satisfaction. From baseline to post-treatment (12 weeks) Self-report quality of life questionnaire. Participants rate 17 domains on importance (range not at all important \[0\] to extremely important \[2\]). The 17 domains are then rated on how satisfied the individual is regards to his or her life (-3 \[very dissatisfied\] to 3 \[very dissatisfied\]). A total score is then generated by summing the product of importance multiplied by satisfaction. Scores range from 0 to 102. Higher scores indicate a better outcome.
Trial Locations
- Locations (1)
Saint Louis University
🇺🇸Saint Louis, Missouri, United States
Saint Louis University🇺🇸Saint Louis, Missouri, United StatesJeremiah Weinstock, PhDContact314-977-2137jeremiah.weinstock@health.slu.edu