Evaluation of the Gambling Habits of Adolescents and Young Adults Post-COVID-19 and Implementation of a Digital Escape Room Intervention for Preventing Gambling in High School Students: a Mixed-methods Cluster-randomized Controlled Trial (GAMBL-OUT Project)
试验速览
- 阶段
- 不适用
- 状态
- 招募中
- 发起方
- 入组人数
- 240
- 试验地点
- 1
- 主要终点
- Problem gambling screening (PGSI)
研究概览
简要总结
Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectively. Serious games, i.e., those designed with the specific intent to educate, broaden knowledge, and change behaviors, have been tested with positive outcomes. Digital escape rooms constitute a modality of serious game that has shown potential for a variety of educational purposes, but their efficacy for preventing addictive behaviors, as well as their long-term impact, has not been widely studied.
The present project aims at assessing the gambling habits of a sample of 16-25-year-olds in the region of Aragon, Spain, that could be compared to the data gathered before the pandemic started, so not only the prevalence rates can be updated but also potential differences in habits (e.g., preferred gambling alternatives) can be detected. This will undoubtedly help the design of effective preventive measures, such as the GAMBL-OUT digital escape room, a serious game to be implemented in high schools with the aim of increasing knowledge, reducing intentions to gamble, and changing attitudes towards gambling.
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 (Outcomes Assessor)
入排标准
- 年龄范围
- 16 Years 至 18 Years(Child, Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Only high school students aged between 16 and 18
- •Being able to read and understand the Spanish language
- •Willingness to participate in the study and sign the written informed consent form
排除标准
- •Age: <16 years old, or >18 years old
研究组 & 干预措施
Wait-list control
GAMBL-OUT escape room
干预措施: GAMBL-OUT program (Behavioral)
结局指标
主要结局
Problem gambling screening (PGSI)
时间窗: Three-months follow-up
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Problem gambling screening (PGSI)
时间窗: Baseline
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
次要结局
- Implementation outcome: Ease of use of the platform(Three-months follow-up)
- Implementation outcome: Duration of the intervention(Three-months follow-up)
- Ad hoc questions asking attitudes towards gambling(Three-months follow-up)
- Ad hoc questions asking intention to gamble in the future(Three-months follow-up)
- Ad hoc questions asking the gambling habits(Three-months follow-up)
- Amount of money available for leisure per month(Baseline)
- Gambling knowledge scale (ad-hoc)(Three-months follow-up)
- Gender(Baseline)
- Age(Baseline)
- Nationality(Baseline)
- Current city of residence(Baseline)
- Cohabitation(Baseline)
- Country of birth of parents(Baseline)
- Education(Baseline)
- Employment situation(Baseline)
- Implementation outcome: General opinion of the intervention(Three-months follow-up)
- Implementation outcome: Difficulty of the instructions received through the platform(Three-months follow-up)
- Implementation outcome: Amount of information received(Three-months follow-up)
- Implementation outcome: Need for prior knowledge to carry out the intervention(Three-months follow-up)
- Implementation outcome: Adequacy of the content of the intervention for the target population(Three-months follow-up)
- Implementation outcome: Effectiveness in conveying information to you about the risks of gambling addiction(Three-months follow-up)
- Implementation outcome: Perception of increased knowledge of gambling(Three-months follow-up)
- Implementation outcome: Integration of educational messages into the dynamics of the Escape Room.(Three-months follow-up)
- Implementation outcome: Adequacy of this Escape Room for the prevention of gambling among young people(Three-months follow-up)
- Implementation outcome: Opinion on whether participants think it is likely that high schools in Aragon will integrate this Escape Room into their regular programming.(Three-months follow-up)
- Implementation outcome: Recommendation of this Escape Room to young people in the participants' environment.(Three-months follow-up)
- Implementation outcome: Consideration of whether this Escape Room is a useful resource for the prevention of gambling among young people.(Three-months follow-up)
- Gambling knowledge scale (ad-hoc)(Baseline)
- Gambling knowledge scale (ad-hoc)(up to 2 weeks)
- Ad hoc questions asking attitudes towards gambling(Baseline)
- Ad hoc questions asking attitudes towards gambling(up to 2 weeks)
- Ad hoc questions asking intention to gamble in the future(Baseline)
- Ad hoc questions asking intention to gamble in the future(up to 2 weeks)
- Ad hoc questions asking the gambling habits(Baseline)
研究者
Javier Garcia Campayo
Principal Investigator
Hospital Miguel Servet
