Don't Go There: A Geospatial mHealth App for Gambling Disorder

Study Overview
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Brief Summary
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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.

Official Title
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Don't Go There: A Geospatial mHealth App for Gambling Disorder

Conditions
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Gambling Disorder

Intervention / Treatment
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* Behavioral: mHealth App


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Currently meets DSM-5 criteria for gambling disorder At least 4 non-online gambling episodes in past 60 days Wagering at least $100 total over past 60 days Willingness to accept random assignment English speaking Android phone user Exclusion Criteria: Age <18 years old Severely disruptive behavior Serious uncontrolled psychiatric behavior that requires acute psychiatric care Decline permission to collect zero permission data from smartphone.

Ages Eligible for Study
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Minimum Age: 18 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

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


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: mHealth App<br>Participants will receive the gambling disorder mHealth app. | Behavioral: mHealth App<br>* 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.<br>|
| No Intervention: Wait List Control<br>Participant will be placed on a wait list for 12 weeks, after which they will be offered the gambling disorder mHealth app. | |

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | 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) | 

Secondary Outcome Measures

| Outcome Measure | 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. | 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) | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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mHealth App