Messages de prévention Sur Les Appareils de Loterie vidéo : Effets Sur Les Comportements et Les Cognitions [Prevention Messages for Electronic Gambling Machines: Effects on Behaviours and Cognitions]
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 发起方
- 入组人数
- 80
- 试验地点
- 2
- 主要终点
- Gambling behaviour (between group) - Total time effectively spent gambling
研究概览
简要总结
The goals of this randomized controlled trial are to test the manifold effects of prevention pop-up messages on participants' behaviours, cognitions and affects. This study is conducted among regular EGMs' players (defined as having played EGMs at least once every two weeks for the past 12 months) who are not classified as probable pathological gamblers by the PGSI.
After answering a series of short questionnaires by phone, participants are asked to schedule a gambling session which is done in a laboratory on the university's campus. This laboratory replicates a typical bar, and is equipped with real EGMs. Participants are recruited under the false pretense of giving their opinion on the realism of the bar replica, and on the overall feeling of the gambling session in it. They are told that: (a) they are free to gamble as much and for as long as they like; (b) they are allowed to take breaks; (c) gambling is to be done with their own money; (d) the only compensation for participation are the potential winnings made while gambling; (e) net winnings across their whole session are paid, but losses are real. There is only one participant at a time in the laboratory for the gambling session.
After having stopped by their own volition (some exceptions apply, see "Detailed Description" for further details), participants are debriefed on the real goals of this study and reimbursed any incurred losses while gambling. They are then be asked to answer another series of questionnaires.
详细描述
EGMs and online gambling are the reputedly most damaging gambling type from a public health perspective. Pop-up messages are often used as a responsible gambling (RG) measure to prevent harm for these screen-based types of gambling. Despite some evidence of effectiveness in the literature for these messages, limitations persists, among which low ecological validity is of particular concern.
Indeed, gambling studies set in a controlled environment, usually a laboratory setting, often require participants to engage in a gambling task while wagering some form of virtual credits or money provided upfront by the researchers as a compensation for participation. Their behaviour is then assumed alike what would happen in a real gambling setting, even though gamblers are not risking their own money. Surprisingly, this assumption has not been subject to much scientific scrutiny. Moreover, some studies provide data which seems to contradict this assumption.
This study address this limitation by heightening the realism factor. This study starts with an intake interview by phone to evaluate eligibility, PGSI category, sociodemographic characteristics, gambling behaviours on EGMs (past 12 months), general level of fun while playing EGMs (past 12 months) and perceived self-control while playing EGMs. Participants are then asked to schedule a gambling session which is done in a laboratory on the university's campus. This laboratory replicates a typical bar, and is equipped with real EGMs. Participants are recruited under the false pretense of giving their opinion on the realism of the bar replica, and on the overall feeling of the gambling session in it. They are told that:
- They are free to gamble as much and for as long as they like.
- They are allowed to take breaks.
- Gambling is to be done with their own money.
- The only compensation for participation are the potential winnings made while gambling.
- Net winnings across their whole session are paid , but losses are real.
There is only one participant at a time in the laboratory for the gambling session. While in the bar replica, the participant is joined by a research assistant who plays the role of barmaid/barman. The assistant is there for general realism purposes, operating the cash register (Square terminal), and ensuring the general safety of the session. The bar replica has three EGMs, but only one can be played on and used to show the prevention pop-up messages. The other two EGMs are turned on for ambiance purposes, but have their money collector disabled to prevent participants playing on them or switching between EGMs mid-session. Limiting play to only one EGM also eases the recording of gambling behaviours and proper showing of the prevention messages. Participants are told the two "unusable" EGMs are awaiting to be serviced because of their money collector malfunction.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Prevention
- 盲法
- Single (Participant)
盲法说明
Participants are recruited under the false pretense of evaluating the realism of a gambling session in a laboratory replicating a bar environment. While the participants in the experimental group should notice the novel prevention messages, before debriefing, for all they know, there are no groups to be assigned to. Therefore they would not be aware, that there are two different groups, nor that this study tests the effects of prevention pop-up messages.
Note that masking becomes "open label" after debriefing. Indeed, after being informed of the true goals of this study, participants will easily be able to determine in which group they were assigned based on what occured during their gambling session. Though, gambling behaviours are recorded before debriefing and won't be affected by unmasking.
There is no functional way to mask group assignment to the members of the research team. However, the randomization procedure assures that allocation is purely random.
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •At least 18 years old (legal age to gamble in Quebec, Canada, where the study is conducted)
- •Functional literacy in french (study is conducted in french and requires reading and understanding simple texts)
- •Having played EGMs and least once every two weeks for the past 12 months
排除标准
- •Classified as a probable pathological gambler (score ≥ 8 on the PGSI)
- •Currently receiving treatment for problem gambling
- •Currently under self-exclusion from gambling venues
结局指标
主要结局
Gambling behaviour (between group) - Total time effectively spent gambling
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Same as Outcome 1 (Gambling session's total duration), but minus breaks taken from gambling on the EGM.
Gambling behaviour (between group) - Number of breaks taken
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Number of breaks taken from gambling on the EGM during the gambling session.
Gambling behaviour (between group) - Mean breaks' duration
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Average duration of breaks' taken from gambling on the EGM over the gambling session's total duration.
Gambling behaviour (between group) - Total breaks duration
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Sum of breaks' duration taken from gambling on the EGM over the gambling session's total duration.
Gambling behaviour (between group) - Mean time elapsed between breaks
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Average time separating any two breaks taken from gambling on the EGM over the gambling session's total duration.
Gambling behaviour (between group) - Gambling session's total duration
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Time elapsed between the first time the participant puts money in the EGM (0h00) to the end of the gambling session. Session's duration is left for the participant to decide. While the participant is told they can play for as long as they like, there is a 2 hrs limit on the session duration. This limit is hidden from the participant. Session's duration includes any breaks taken from gambling on the EGM.
Gambling behaviour (between group) - Money betted (physical)
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Money physically inserted in the EGM during the gambling session. This is evaluated as a cumulative amount at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Money betted is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Gambling behaviour (between group) - Money betted (all)
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Money betted on the EGM during the gambling session. This is money used to "buy rounds on the EGM", whether it's money physically inserted in the EGM or money won while gambling and betted again. This is evaluated as a cumulative amount at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Money betted is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Gambling behaviour (between group) - Number of bets placed
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Number of bets placed on the EGM during the gambling session. This is evaluated as a cumulative number at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Number of bets placed are also evaluated between said (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Gambling behaviour (between group) - Gambling speed
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Number of bets placed on the EGM during the gambling session over a given amount of time (i.e. bets/min). This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling speed is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Gambling behaviour (between group) - Gambling intensity (physical)
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Money physically inserted in the EGM during the gambling session over a given amount of time (i.e. $/min). This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling intensity is also evaluated between said (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Gambling behaviour (between group) - Gambling intensity (all)
时间窗: Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).
Money betted on the EGM during the gambling session over a given amount of time (i.e. $/min). This is money used to "buy rounds on the EGM", whether it's money physically inserted in the EGM or money won while gambling and betted again. This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling intensity is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).
Perceived self-control while gambling on EGMs (between group)
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Participant's perceived ability to control their gambling behaviour (e.g. sticking to their predetermined limits) over the gambling session's total duration. Evaluated with a 7-points Likert scale (1 = "I never had control" to 7 = "I always had control").
General level of fun while gambling on EGMs (between group)
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Participant's general enjoyment of gambling on EGMS over the gambling session's total duration. Evaluated with a 7-points Likert scale (1 = "I hated it" to 7 = "I loved it").
Psychological reactance to prevention pop-up messages (between group)
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Evaluated based on the Dillard \& Shen (2005) method: (a) Induction check (4 items, 7-points Likert scale, 1 = "Strongly disagree, 7 - "Strongly agree"); (b) Anger (4 items, 7-points Likert scale, 1 = "Strongly disagree, 7 - "Strongly agree"); (c) Cognitive response (count of negative thoughts in relation to the pop-up messages); (d) Attitude (7 word pairs, 7-points semantic differential scale).
Perceived behavioural effectiveness of prevention pop-up messages (between group)
时间窗: Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Participant's perceived effectiveness of prevention pop-up messages on modifying their gambling behaviour during the gambling session. Evaluated with two 7-points Likert scale about the perceived effects of the prevention po-up messages on money betted and time spent during the gambling session (1 = "lowered gambling behaviour a lot" to 7 = "heightened gambling behaviour a lot").
Change in gambling behaviours (within group) - Money betted (physical)
时间窗: Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Money physically inserted in the EGM. Change is evaluated by comparing self-reported betting habits on EGMs for the past 12 months (measured during the pre-experiment phase) and objectively measured money physically inserted in the EGM during the over the laboratory gambling session's total duration (Outcome 8; measured during the experiment phase).
Change in gambling behaviours (within group) - Total time effectively spent gambling
时间窗: Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Time elapsed between the first time the participant puts money in the EGM to the end of the gambling session. Change is evaluated by comparing self-reported typical time spent gambling on EGMs for a single session for the past 12 months (measured during the pre-experiment phase) and objectively measured laboratory gambling session's total duration (Outcome 1; measured during the experiment phase). Note that, unbeknown to the participant, the laboratory gambling session is limited to 2 hrs max.
Change in perceived self-control while gambling on EGMs (within group)
时间窗: Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Participant's perceived ability to control their gambling behaviour on EGMs (e.g. sticking to their predetermined limits). Evaluated with a 7-points Likert scale (1 = "I never had control" to 7 = "I always had control"). Change is evaluated by comparing self-reported typical perceived self-control while gambling on EGMs for the past 12 months (measured during the pre-experiment phase) and self-reported perceived self-control while gambling on EGMs over the laboratory gambling session's total duration (Outcome 14; measured in the post-experiment phase).
Change in general level of fun while gambling on EGMs (within group)
时间窗: Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
Participant's general enjoyment of gambling on EGMs. Evaluated with a 7-points Likert scale (1 = "I hated it" to 7 = "I loved it"). Change is evaluated by comparing self-reported typical level of fun while gambling on EGMs for the past 12 months (measured during the pre-experiment phase) and self-reported level of fun while gambling on EGMs over the laboratory gambling session's total duration (Outcome 15; measured in the post-experiment phase).
次要结局
- Protocol credibility(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Protocol credibility (free)(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Recruitment potential - Volunteers(Assessed after recruitment for the study is ended (80 participants recruited) or 1 year after recruitment for the study has begun, whichever came first.)
- Perceived realism - Differences between session in the laboratory VS gambling on EGMs in a bar/restaurant(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived realism - Similarities between session in the laboratory VS gambling on EGMs in a bar/restaurant(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Recruitment potential - Recruited(Assessed after recruitment for the study is ended (80 participants recruited) or 1 year after recruitment for the study has begun, whichever came first.)
- Recruitment potential - Rejected(Assessed after recruitment for the study is ended (80 participants recruited) or 1 year after recruitment for the study has begun, whichever came first.)
- Recruitment potential - Refusal(Assessed after recruitment for the study is ended (80 participants recruited) or 1 year after recruitment for the study has begun, whichever came first.)
- Attrition(Assessed after recruitment for the study is ended (80 participants recruited) or 1 year after recruitment for the study has begun, whichever came first.)
- Perceived realism - Session in the laboratory VS gambling on EGMs in a bar/restaurant(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived realism - Effect of using one own money on realism(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived correspondence between habitual gambling behaviour and gambling behaviour during the session in the laboratory(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived realism - What could be done to heighten realism of the session in the laboratory(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived realism - Effect of using one own money on realism (free)(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived correspondence between habitual gambling behaviour and gambling behaviour during the session in the laboratory (free)(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
- Perceived realism - Gambling location type most resembling the session in the laboratory(Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).)
研究者
Benjamin Galipeau
Ph.D. candidate
Laval University
