Environmental Influence on Gambling Behavior

Study Overview
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Brief Summary
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In France, the prevalence of problem gambling and risk has been estimated at 1.3%. This disorder, currently considered a behavioral addiction is characterized by a loss of control and an excessive focus on the game. The literature on intervening psychological mechanisms in the development of the game led to think that the size of loss of control, central among players, could be understood as a reduction in control capacity but also as automatic activation behavior game. The task of Go-Nogo, commonly used in cognitive psychology, assesses the automatic and controlled components of behavior. Furthermore, different models of the concept of addiction underline the importance of the environment associated with addiction. However, no study takes into account the interaction between the game environment and the involvement of these mechanisms.

Detailed Description
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In this study, patients will realize, on a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).Order of the 3 versions will be determined by randomization.

Official Title
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Influence of Sensorimotor Environment on Gambling Behavior in Pathological Gambling.

Conditions
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Pathological Gambler

Intervention / Treatment
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* Other: Go-Nogo test


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: For pathological gambler (JP): active casino players meet the diagnostic criteria for pathological gambling according to DSM-IV-TR For social player (JS): casino players who score the SOGS is less than or equal to 2, and playing at least once a month in a money game and chance. For non-gamer witnesses (T): play less than once per month to any type of gambling, except for Lotto and Euromillion where the threshold is increased at least once a week. These two draw games are considered more socially enrolled in a leisure practice without necessarily enroll in gambling. Right handed Aged between 18-60 years. Without psychotropic treatment or treatment with a stable and unchanged for over a month. Exclusion Criteria: Participants with a problem of visual acuity and / or uncorrected hearing. Other current addiction (except tobacco, for reasons of feasibility). Current Psychiatric comorbidity Treatment psychotropic introduced or changed for less than a month. Subjects with atrial fibrillation, with a pacemaker and / or receiving antiarrhythmic drugs

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 60 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Gambler performing Go-Nogo<br>In this study, Gambler performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization. | Other: Go-Nogo test<br>* In this study, Gambler performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization.<br>|
| Active Comparator: Social layer performing Go-Nogo<br>In this study, social player performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization. | Other: Go-Nogo test<br>* In this study, Gambler performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization.<br>|
| Placebo Comparator: non-gamer witnesses performing Go-Nogo<br>In this study, non-gamer witnesses performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization. | Other: Go-Nogo test<br>* In this study, Gambler performing Go-Nogo test. On a computer, various exercises (called Go-Nogo) whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer. The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible. The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones). Order of the 3 versions will be determined by randomization.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Result Go-Nogo test | Difference between the number of errors (control) in Go-Nogo test simple and visual-auditory Go-Nogo (composite measure) | day 1 | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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pathological gambler, Go-Nogo test