The effectiveness of a cognitive behavioral treatment with virtual reality for problem gambling
- Conditions
- Treatment and relapse prevention for adults suffering from pathological gamblingMental and Behavioural Disorders
- Registration Number
- ISRCTN16969130
- Lead Sponsor
- Fonds de Recherche du Québec - Société et culture
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Ongoing
- Sex
- All
- Target Recruitment
- 7
1. French speaking
2. At least 18 years old
3. Receiving a principal diagnosis of Pathological gambling based on DSM-5 diagnostic criteria. Assessed with a semi-structured diagnostic interview (EDJP-5)
4. Mainly play VLT
5. Having a goal of abstinence from gambling
6. Do not suffer from health problems that may be exacerbated by the VR treatment (e.g., intense and frequent discomfort during car trips, vestibular or inner ear disorders, recurrent migraines, epilepsy, partial or total blindness).
7. Do not suffer from a untreated mental health problem that may be contraindicated in VR (e.g., psychotic disorders, intellectual disability, bipolar affective illness).
8. Being able to travel to the Université du Québec en Outaouais
1. Do not speak French
2. Less than 18 years old
3. Do not have received a principal diagnosis of Pathological gambling based on DSM-5 diagnostic criteria. Assessed with a semi-structured diagnostic interview (EDJP-5)
4. Do not mainly play VLT
5. Do not have a goal of abstinence from gambling
6. Suffer from health problems that may be exacerbated by the VR treatment (e.g., intense and frequent discomfort during car trips, vestibular or inner ear disorders, recurrent migraines, epilepsy, partial or total blindness).
7. Suffer from a untreated mental health problem that may be contraindicated in VR (e.g., psychotic disorders, intellectual disability, bipolar affective illness).
8. Do not be able to travel to the Université du Québec en Outaouais
Study & Design
- Study Type
- Interventional
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Current primary outcome measure as of 11/03/2024:<br>Gambling Self Efficacy Questionnaire completed on a daily basis during the baseline and treatment phases.<br><br>Previous primary outcome measure:<br>Gambling Self Efficacy Questionnaire (GSEQ; May, Whelan Steenbergh & Meyers, 2003) at pre- and post-test as well as at 6- and 12-month follow-ups.
- Secondary Outcome Measures
Name Time Method 1. Entrevue diagnostique sur le jeu pathologique-5 (EDJP-5): diagnostic interview at pre- and post-test as well as at 6- and 12-months follow-ups.<br>2. Gambling Craving Scale (GACS; Young & Wohl, 2009): at pre- and pos-test as well as at 6- and 12-months follow-ups.<br>3. Information Biases Scale (IBS; Jefferson & Nicki, 2003): at pre- and pos-test as well as at 6- and 12-months follow-ups.<br>4. Experience lived during the exposure measured using Questionnaire d’attentes envers l’exposition (QAE; Bergeron, Giroux et Bouchard, 2019): before and after each exposure. <br>5. Cybersickness symptoms measured using Simulator Sickness Questionnaire (QC; Kennedy, Lane, Berbaum, & Lilienthal, 1993; Bouchard et al., 2011): before and after each exposure in virtual reality.