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Technical difficulties with the mHealth app development
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| Name | Class |
|---|---|
| National Center for Responsible Gaming | OTHER |
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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.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| mHealth App | Experimental | Participants will receive the gambling disorder mHealth app. |
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| Wait List Control | No Intervention | Participant will be placed on a wait list for 12 weeks, after which they will be offered the gambling disorder mHealth app. |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| mHealth App | Behavioral | The app uses smartphones' global positioning software (GPS) that recognizes a user's location to within 15 feet. The app will construct a customizable geofence (e.g., 3 miles) around a gambler's favored gambling venue (e.g., casino, gas station). If the individual crosses the fence boundary his or her phone will raise the alarm with a personalized motivational message. |
| Measure | Description | Time Frame |
|---|---|---|
| App usage (feasibility) | Number of days the app is active on a user's smartphone. Days can range from 0 to 84. | From baseline to post-treatment (12 weeks) |
| Patient satisfaction with the gambling app | 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. | From baseline to post-treatment (12 weeks) |
| Measure | Description | Time Frame |
|---|---|---|
| Gambling behavior via Timeline Followback (Weinstock, Whelan, & Meyers, 2004) | 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. |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Jeremiah Weinstock, PhD | St. Louis University | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Saint Louis University | St Louis | Missouri | 63108 | United States |
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| ID | Term |
|---|---|
| D005715 | Gambling |
| ID | Term |
|---|---|
| D012309 | Risk-Taking |
| D001519 | Behavior |
| D007174 | Disruptive, Impulse Control, and Conduct Disorders |
| D001523 | Mental Disorders |
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| From baseline to post-treatment (12 weeks) |
| Gambling-related harms (Browne et al., 2018) | 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. | From baseline to post-treatment (12 weeks) |
| Quality of Life Inventory (Frisch et al., 1994). A self-reported quality of life measure assessing 17 domains of life for importance and satisfaction. | 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. | From baseline to post-treatment (12 weeks) |