Don't Go There: A Geospatial mHealth App for Gambling Disorder
|The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Know the risks and potential benefits of clinical studies and talk to your health care provider before participating. Read our disclaimer for details.|
|ClinicalTrials.gov Identifier: NCT04158037|
Recruitment Status : Not yet recruiting
First Posted : November 8, 2019
Last Update Posted : November 8, 2019
|Condition or disease||Intervention/treatment||Phase|
|Gambling Disorder||Behavioral: mHealth App||Not Applicable|
|Study Type :||Interventional (Clinical Trial)|
|Estimated Enrollment :||40 participants|
|Intervention Model:||Parallel Assignment|
|Masking:||None (Open Label)|
|Official Title:||Don't Go There: A Geospatial mHealth App for Gambling Disorder|
|Estimated Study Start Date :||July 2020|
|Estimated Primary Completion Date :||July 2021|
|Estimated Study Completion Date :||December 2021|
Experimental: mHealth App
Participants will receive the gambling disorder mHealth app.
Behavioral: mHealth App
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.
No Intervention: Wait List Control
Participant will be placed on a wait list for 12 weeks, after which they will be offered the gambling disorder mHealth app.
- App usage (feasibility) [ Time Frame: From baseline to post-treatment (12 weeks) ]Number of days the app is active on a user's smartphone. Days can range from 0 to 84.
- Patient satisfaction with the gambling app [ Time Frame: From baseline to post-treatment (12 weeks) ]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.
- Gambling behavior via Timeline Followback (Weinstock, Whelan, & Meyers, 2004) [ Time Frame: From baseline to post-treatment (12 weeks) ]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.
- Gambling-related harms (Browne et al., 2018) [ Time Frame: From baseline to post-treatment (12 weeks) ]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.
- Quality of Life Inventory (Frisch et al., 1994). A self-reported quality of life measure assessing 17 domains of life for importance and satisfaction. [ Time Frame: From baseline to post-treatment (12 weeks) ]Self-report quality of life questionnaire. Participants rate 17 domains on importance (range not at all important  to extremely important ). 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.
Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT04158037
|Contact: Jeremiah Weintock, PhDfirstname.lastname@example.org|
|United States, Missouri|
|Saint Louis University|
|Saint Louis, Missouri, United States, 63108|
|Contact: Jeremiah Weinstock, PhD 314-977-2137 email@example.com|
|Principal Investigator:||Jeremiah Weinstock, PhD||St. Louis University|