Category
»
Primary study
Registry of Trials»ANZCTR
Year
»
2019
INTERVENTION: INTERVENTION: A BESPOKE DESIGNED MOBILE APP Involves an intervention app that has an evidence based CBT program embeded within it comprising of six modules, a shared forum, a webchat component and a diary. The Modules are: 1. KNOWING MYSELF (and my gambling): Designed to provide personalised feedback, goal setting, and understanding of gambling motivations, triggers, and/or consequences 2. GETTING READY (to make changes): Designed to enhance readiness and confidence to gamble less, helping to shape my thoughts and values to help make change 3. TAKING CONTROL (right now): Designed to identify strategies that can be used to “containâ€? the gambling in the short‐term, directs to other useful tools such as venue exclusions. 4. TAKING ACTIONS (that last) : Designed to identify strategies and skills that can be used to ensure longer‐term success in gambling less. Activating personal strengths and resources and enhancing belief for successful change 5. MANAGING URGES (to cope with real situations): Designed to cope with gambling urges and cravings 6. CHANGE FOR GOOD (and building a new future): Relapse prevention strategies designed to prevent gambling relapses in the future. Participants can navigate through the modules and module subtopics in the order that they find appropriate. Each subtopic can take between 10mins to 30 minutes to work through. Each module has a mix of short and long subtopics and the participant is prompted to take time to absorb and put into practice some of the skills before moving to the next module, although they are not stopped from moving on. The SHARED FORUM: peer support is an important element in gambling addiction recovery. This tool allows the user to share experiences with other intervention participants, much like they might do if they participated in a face‐to‐face group session. The CHAT FEATURE: connects the user to the national gambling helpline chat service which is a 24/7 service staffed b CONDITION: Gambling Problems; ; Gambling Problems Mental Health ‐ Addiction PRIMARY OUTCOME: Gambling Symptom Severity: The Gambling Symptom Assessment Scale (G‐SAS) will be used to measure the severity of gambling symptoms. The primary outcome on which the study is powered is a change of 5 points in the Gambling Symptom Assessment Scale (G‐SAS) at 12 weeks. [12 weeks post‐treatment commencement] INCLUSION CRITERIA: • have an interest in seeking help for their gambling; • reside in New Zealand; • are aged 18 years or over; • have access to a smart phone that is capable of downloading an app and have access to the internet; • possess adequate knowledge of the English language; • are able to provide informed consent (e‐consent via the app); • have an email address or are able to create an email address for the trial • are willing to participate in the study and provide follow‐up information at the scheduled points of the study. SECONDARY OUTCOME: Amount spent gambling over past 12 weeks ($) post‐treatment commencement is captured by a self reported tool asking them to record the $ amount spent when gambling. [4, 8, 12 weeks post‐treatment commencement] App engagement will be measured continuousely with final outcome using FITT framework (Frequency, Intensity, Time and Type). This data is collected continuously using unique user app analystics. Frequency = number of times the app is used, time = how long was taken for each active use, Intensity = how many of the activities were done for each use and Type = what did participant use [12 weeks post‐treatment commencement] Continueously through‐out the study epriod until 12 weeks post‐treatment commencement, Within app analytics have been developed and unique participants app utilisaiton patterns will be collected and saved to the secure server. This will include all elements of active use of the app and all screens, modules viewed and completed, dates and time spent on activities., ; [12 weeks post‐treatment commencement] Frequency of gambling behaviour over past 4 weeks (days) post‐treatment commencement by asking about the frequncy of gambling over past 4 weeks in days. [at 4, 8, 12 weeks post‐treatment commencement] Self reported ability to change, 0‐10 scale at each time point [4, 8, 12 weeks post‐treatment commencement] Self reported health seeking behaviour at each time point using a 0‐100 scale [4, 8, 12 weeks post‐treatment commencement] Self reported Readiness to change using 0‐10 likert scale at each data point[4, 8, 12 weeks post‐treatment commencement] Self reported willingness to change using 0‐10 scale at each time points [4, 8, 12 weeks post‐treatment commencement] Time spent gambling over past 4 weeks (hours) post‐treatment commencement is captured by a self reported tool asking them to record the time spent gambling. [4, 8, 12 weeks post‐treatment commencement]
Epistemonikos ID: d31a09d9819f3a3a4972401195eebb51be0e7505
First added on: Aug 24, 2024