NCT06341504

Brief Summary

The goals of this randomized controlled trial are to test the manifold effects of prevention pop-up messages on participants' behaviours, cognitions and affects. This study is conducted among regular EGMs' players (defined as having played EGMs at least once every two weeks for the past 12 months) who are not classified as probable pathological gamblers by the PGSI. After answering a series of short questionnaires by phone, participants are asked to schedule a gambling session which is done in a laboratory on the university's campus. This laboratory replicates a typical bar, and is equipped with real EGMs. Participants are recruited under the false pretense of giving their opinion on the realism of the bar replica, and on the overall feeling of the gambling session in it. They are told that: (a) they are free to gamble as much and for as long as they like; (b) they are allowed to take breaks; (c) gambling is to be done with their own money; (d) the only compensation for participation are the potential winnings made while gambling; (e) net winnings across their whole session are paid, but losses are real. There is only one participant at a time in the laboratory for the gambling session. After having stopped by their own volition (some exceptions apply, see "Detailed Description" for further details), participants are debriefed on the real goals of this study and reimbursed any incurred losses while gambling. They are then be asked to answer another series of questionnaires.

Trial Health

57
Monitor

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
80

participants targeted

Target at P50-P75 for not_applicable

Timeline
Completed

Started Feb 2024

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

February 14, 2024

Completed
13 days until next milestone

Study Start

First participant enrolled

February 27, 2024

Completed
1 month until next milestone

First Posted

Study publicly available on registry

April 2, 2024

Completed
1.7 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2025

Completed
2 months until next milestone

Study Completion

Last participant's last visit for all outcomes

February 1, 2026

Completed
Last Updated

April 1, 2025

Status Verified

March 1, 2025

Enrollment Period

1.8 years

First QC Date

February 14, 2024

Last Update Submit

March 26, 2025

Conditions

Keywords

Prevention messagesPop-up messagesPreventionGamblingHarmful gamblingResponsible gamblingHarm reductionCommunicationSelf appraisal

Outcome Measures

Primary Outcomes (20)

  • Gambling behaviour (between group) - Gambling session's total duration

    Time elapsed between the first time the participant puts money in the EGM (0h00) to the end of the gambling session. Session's duration is left for the participant to decide. While the participant is told they can play for as long as they like, there is a 2 hrs limit on the session duration. This limit is hidden from the participant. Session's duration includes any breaks taken from gambling on the EGM.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Total time effectively spent gambling

    Same as Outcome 1 (Gambling session's total duration), but minus breaks taken from gambling on the EGM.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Number of breaks taken

    Number of breaks taken from gambling on the EGM during the gambling session.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Mean breaks' duration

    Average duration of breaks' taken from gambling on the EGM over the gambling session's total duration.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Total breaks duration

    Sum of breaks' duration taken from gambling on the EGM over the gambling session's total duration.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Mean time elapsed between breaks

    Average time separating any two breaks taken from gambling on the EGM over the gambling session's total duration.

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Gambling behaviour (between group) - Money betted (physical)

    Money physically inserted in the EGM during the gambling session. This is evaluated as a cumulative amount at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Money betted is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Gambling behaviour (between group) - Money betted (all)

    Money betted on the EGM during the gambling session. This is money used to "buy rounds on the EGM", whether it's money physically inserted in the EGM or money won while gambling and betted again. This is evaluated as a cumulative amount at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Money betted is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Gambling behaviour (between group) - Number of bets placed

    Number of bets placed on the EGM during the gambling session. This is evaluated as a cumulative number at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Number of bets placed are also evaluated between said (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Gambling behaviour (between group) - Gambling speed

    Number of bets placed on the EGM during the gambling session over a given amount of time (i.e. bets/min). This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling speed is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Gambling behaviour (between group) - Gambling intensity (physical)

    Money physically inserted in the EGM during the gambling session over a given amount of time (i.e. $/min). This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling intensity is also evaluated between said (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Gambling behaviour (between group) - Gambling intensity (all)

    Money betted on the EGM during the gambling session over a given amount of time (i.e. $/min). This is money used to "buy rounds on the EGM", whether it's money physically inserted in the EGM or money won while gambling and betted again. This is evaluated at each timepoint a prevention message is presented in the experimental group and at the timepoint where the participant decides to end their gambling session (max 2h00). Gambling intensity is also evaluated between said timepoints (e.g. between 1h10 and 0h40, between 0h40 and 1h10, etc.).

    Assessed at following timepoints from start of gambling session in the laboratory (Experiment phase; 0 hours 0 minutes): [1] +10 minutes; [2] +40 minutes; [3] +70 minutes; [4] +100 minutes; [5] end of gambling session (+2 hours maximum).

  • Perceived self-control while gambling on EGMs (between group)

    Participant's perceived ability to control their gambling behaviour (e.g. sticking to their predetermined limits) over the gambling session's total duration. Evaluated with a 7-points Likert scale (1 = "I never had control" to 7 = "I always had control").

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • General level of fun while gambling on EGMs (between group)

    Participant's general enjoyment of gambling on EGMS over the gambling session's total duration. Evaluated with a 7-points Likert scale (1 = "I hated it" to 7 = "I loved it").

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Psychological reactance to prevention pop-up messages (between group)

    Evaluated based on the Dillard \& Shen (2005) method: (a) Induction check (4 items, 7-points Likert scale, 1 = "Strongly disagree, 7 - "Strongly agree"); (b) Anger (4 items, 7-points Likert scale, 1 = "Strongly disagree, 7 - "Strongly agree"); (c) Cognitive response (count of negative thoughts in relation to the pop-up messages); (d) Attitude (7 word pairs, 7-points semantic differential scale).

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Perceived behavioural effectiveness of prevention pop-up messages (between group)

    Participant's perceived effectiveness of prevention pop-up messages on modifying their gambling behaviour during the gambling session. Evaluated with two 7-points Likert scale about the perceived effects of the prevention po-up messages on money betted and time spent during the gambling session (1 = "lowered gambling behaviour a lot" to 7 = "heightened gambling behaviour a lot").

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Change in gambling behaviours (within group) - Money betted (physical)

    Money physically inserted in the EGM. Change is evaluated by comparing self-reported betting habits on EGMs for the past 12 months (measured during the pre-experiment phase) and objectively measured money physically inserted in the EGM during the over the laboratory gambling session's total duration (Outcome 8; measured during the experiment phase).

    Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Change in gambling behaviours (within group) - Total time effectively spent gambling

    Time elapsed between the first time the participant puts money in the EGM to the end of the gambling session. Change is evaluated by comparing self-reported typical time spent gambling on EGMs for a single session for the past 12 months (measured during the pre-experiment phase) and objectively measured laboratory gambling session's total duration (Outcome 1; measured during the experiment phase). Note that, unbeknown to the participant, the laboratory gambling session is limited to 2 hrs max.

    Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Change in perceived self-control while gambling on EGMs (within group)

    Participant's perceived ability to control their gambling behaviour on EGMs (e.g. sticking to their predetermined limits). Evaluated with a 7-points Likert scale (1 = "I never had control" to 7 = "I always had control"). Change is evaluated by comparing self-reported typical perceived self-control while gambling on EGMs for the past 12 months (measured during the pre-experiment phase) and self-reported perceived self-control while gambling on EGMs over the laboratory gambling session's total duration (Outcome 14; measured in the post-experiment phase).

    Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Change in general level of fun while gambling on EGMs (within group)

    Participant's general enjoyment of gambling on EGMs. Evaluated with a 7-points Likert scale (1 = "I hated it" to 7 = "I loved it"). Change is evaluated by comparing self-reported typical level of fun while gambling on EGMs for the past 12 months (measured during the pre-experiment phase) and self-reported level of fun while gambling on EGMs over the laboratory gambling session's total duration (Outcome 15; measured in the post-experiment phase).

    Change from Pre-experiment phase (i.e. "intake"; single measurement point; cover past 12 months) at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

Secondary Outcomes (16)

  • Perceived realism - Gambling location type most resembling the session in the laboratory

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Perceived realism - Session in the laboratory VS gambling on EGMs in a bar/restaurant

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Perceived realism - Similarities between session in the laboratory VS gambling on EGMs in a bar/restaurant

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Perceived realism - Differences between session in the laboratory VS gambling on EGMs in a bar/restaurant

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Perceived realism - What could be done to heighten realism of the session in the laboratory

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • +11 more secondary outcomes

Other Outcomes (5)

  • Prevention pop-up messages recall - Free recall (Y/N)

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Prevention pop-up messages recall - Free recall (number)

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • Prevention pop-up messages recall - Free recall (content)

    Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

  • +2 more other outcomes

Study Arms (2)

Prevention pop-up messages

EXPERIMENTAL

Same as active comparator with the addition of prevention pop-up messages delivered during the gambling session on a fixed presentation schedule. Due to hardware limitations on the EGMs' part, the prevention messages presented only alter what is shown on the play screen (they fill it completely, hiding the game), but can't pause the game per se. The EGMs' buttons, sound, and music are still operational while the message is shown. While disrupting play flow, this still lets the participant place bets (albeit without seeing what is going on).

Behavioral: Prevention pop-up messagesBehavioral: Mandatory time limitBehavioral: Responsible gambling informationDevice: Electronic gambling machine (model IGT GL20)Device: Square terminal

Regular gambling session control

ACTIVE COMPARATOR

Gambling session on EGMs in a room replicating a bar (subdued light, music, bar paraphernalia, fake liquor on display, research assistant acting as barman and selling non-alcoholic soft drinks and chips). Participants are invited to participate under the false pretense of giving their opinion on the realism of the bar replica and overall feeling of the gambling session in it. They are told that: (a) they are free to gamble as much and for as long as they like; (b) they are allowed to take breaks; (c) gambling is to be done with their own money; (d) the only compensation for participation are winnings that could be made while gambling; (e) net winnings across their whole session are paid up to $500, but losses are real. Lost money is given back after debriefing (see Study Detailed Description).

Behavioral: Mandatory time limitBehavioral: Responsible gambling informationDevice: Electronic gambling machine (model IGT GL20)Device: Square terminal

Interventions

Messages are shown full screen on the EGM's play screen on a fixed presentation schedule. Clock of the gambling session starts the first time the participant puts money in the EGM. From this event, messages are shown at those timepoints: \[1\] +10 minutes; \[2\] +40 minutes; \[3\] +70 minutes; \[4\] +100 minutes. Messages block the screen for 15 seconds before automatically closing. Up to 4 different messages are presented during the gambling session. Order is determined by sortition without replacement. Messages have a warning heading "Caution!". Content is, from top to bottom: (a) time spent gambling from beginning; (b) warning that gambling could lead to serious monetary loss; (c) 1 of 4 self-appraisal phrases about current gambling behaviour; (d) advice to the participant that a break could help choose what is best for them; (e) countdown before the message closes itself; (f) Health department logo is shown in the lower right corner as a more "neutral" endorsement of the messages.

Prevention pop-up messages

Activated either when (a) the previous time limit is up; or (b) the player bank meter reaches $0. When the previous time limit is up, a pop-up takes up the upper third of the play screen and requires the player to set a new time limit using one of five choice buttons (four firsts buttons: 15, 30, 45 or 60 minutes; fifth button: cash out, which prints a receipt and ends the gambling session). As the EGM cannot track who is playing, there are no limits on consecutive gambling sessions. When the player's bank meter reaches $0, the the pop-up described above appears as soon as new money is inserted in the EGM, no matter if the previous time limit is up or not.

Prevention pop-up messagesRegular gambling session control

Located in a submenu accessed through a button on the main touch screen. This open a window which contains basic information on randomness and responsible gambling advice. The information is presented in small white font on a black background.

Prevention pop-up messagesRegular gambling session control

EGM model currently in use in Quebec, Canada, the location where this study is conducted. The EGMs used in this study are fully functional and unaltered except for the presentation of prevention pop-up messages in the experimental arm of this study. These machines are equipped with basics responsible gambling features, the two main ones described in this section (i.e. "Mandatory time limit"; "Responsible gambling information"). Wins/losses sequence is fully randomized and not determined beforehand.

Also known as: EGM
Prevention pop-up messagesRegular gambling session control

This terminal allows for buying non-alcoholic beverages (soft drinks or coffee) and chips during the experimentation. This is done to enhance the realism of the bar setting. It also allows for real cash withdrawal from bank account during gambling session. Quebec's code of conduct for EGMs commercialization prohibits retailers from having an ATM near their EGMs, and prohibits them from lending money to consumers or withdrawing cash for them to gamble. However, this rule is not always followed in practice. For this study, participants will be allowed to withdraw from their bank account, at the bar counter, if they ask for it. However, this will not be offered to them upfront.

Prevention pop-up messagesRegular gambling session control

Eligibility Criteria

Age18 Years+
Sexall(Gender-based eligibility)
Gender Eligibility DetailsParticipants are free to self-identify to their prefered gender. Options are "male", "female" or "other".
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • At least 18 years old (legal age to gamble in Quebec, Canada, where the study is conducted)
  • Functional literacy in french (study is conducted in french and requires reading and understanding simple texts)
  • Having played EGMs and least once every two weeks for the past 12 months

You may not qualify if:

  • Classified as a probable pathological gambler (score ≥ 8 on the PGSI)
  • Currently receiving treatment for problem gambling

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Centre québécois d'excellence pour la prévention et le traitement du jeu

Québec, G1V 0A6, Canada

RECRUITING

Related Publications (22)

  • Dillard JP, Shen L. On the nature of reactance and its role in persuasive health communication. Communication monographs. 2005; 72(2): 144-168.

    BACKGROUND
  • Ferris J, Wynne H. The Canadian Problem Gambling Index: Final Report. 2001. https://www.greo.ca/Modules/EvidenceCentre/files/Ferris%20et%20al(2001)The_Canadian_Problem_Gambling_Index.pdf

    BACKGROUND
  • Delfabbro P, King DL, Browne M, Dowling NA. Do EGMs have a Stronger Association with Problem Gambling than Racing and Casino Table Games? Evidence from a Decade of Australian Prevalence Studies. J Gambl Stud. 2020 Jun;36(2):499-511. doi: 10.1007/s10899-020-09950-5.

    PMID: 32306234BACKGROUND
  • Bjorseth B, Simensen JO, Bjornethun A, Griffiths MD, Erevik EK, Leino T, Pallesen S. The Effects of Responsible Gambling Pop-Up Messages on Gambling Behaviors and Cognitions: A Systematic Review and Meta-Analysis. Front Psychiatry. 2021 Jan 25;11:601800. doi: 10.3389/fpsyt.2020.601800. eCollection 2020.

    PMID: 33569015BACKGROUND
  • Ginley MK, Whelan JP, Pfund RA, Peter SC, Meyers AW. Warning messages for electronic gambling machines: evidence for regulatory policies. Addiction Research & Theory. 2017; 25(6): 495-504. doi: 10.1080/16066359.2017.1321740

    BACKGROUND
  • Livingstone C, Rintoul A, Francis L. What is the evidence for harm minimisation measures in gambling venues? Evidence Base: A Journal of Evidence Reviews in Key Policy Areas. 2014; (2), 1-24. https://search.informit.org/doi/10.3316/informit.

    BACKGROUND
  • Williams RJ, West BL, Simpson RI. Prevention of problem gambling: A comprehensive review of the evidence and identified best practices. 2012. https://opus.uleth.ca/bitstream/handle/10133/3121/2012-PREVENTION-OPGRC.pdf?sequence=3&isAllowed=y

    BACKGROUND
  • MacLaren VV. Video Lottery is the Most Harmful Form of Gambling in Canada. J Gambl Stud. 2016 Jun;32(2):459-85. doi: 10.1007/s10899-015-9560-z.

    PMID: 26233645BACKGROUND
  • Papineau E, Lacroix G, Sevigny S, Biron JF, Corneau-Tremblay N, Lemétayer F. Assessing the differential impacts of online, mixed, and offline gambling. International Gambling Studies. 2018; 18(1): 69-91. doi: 10.1080/14459795.2017.1378362

    BACKGROUND
  • Billieux J, Van der Linden M, Khazaal Y, Zullino D, Clark L. Trait gambling cognitions predict near-miss experiences and persistence in laboratory slot machine gambling. Br J Psychol. 2012 Aug;103(3):412-27. doi: 10.1111/j.2044-8295.2011.02083.x. Epub 2011 Oct 24.

    PMID: 22804705BACKGROUND
  • Blaszczynski A, Cowley E, Anthony C, Hinsley K. Breaks in Play: Do They Achieve Intended Aims? J Gambl Stud. 2016 Jun;32(2):789-800. doi: 10.1007/s10899-015-9565-7.

    PMID: 26275785BACKGROUND
  • Floyd K, Whelan JP, Meyers AW. Use of warning messages to modify gambling beliefs and behavior in a laboratory investigation. Psychol Addict Behav. 2006 Mar;20(1):69-74. doi: 10.1037/0893-164X.20.1.69.

    PMID: 16536667BACKGROUND
  • Harris A, Parke A. The Interaction of Gambling Outcome and Gambling Harm-Minimisation Strategies for Electronic Gambling: the Efficacy of Computer Generated Self-Appraisal Messaging. International Journal of Mental Health and Addiction. 2016; 14(4): 597-617. doi: 10.1007/s11469-015-9581-y

    BACKGROUND
  • Cloutier M, Ladouceur R, Sevigny S. Responsible gambling tools: pop-up messages and pauses on video lottery terminals. J Psychol. 2006 Sep;140(5):434-8. doi: 10.3200/JRLP.140.5.434-438.

    PMID: 17066750BACKGROUND
  • Kim HS, Wohl MJ, Stewart MJ, Sztainert T, Gainsbury SM. Limit your time, gamble responsibly: Setting a time limit (via pop-up message) on an electronic gaming machine reduces time on device. International Gambling Studies. 2014; 14(2): 266-278. doi: 10.1080/14459795.2014.910244

    BACKGROUND
  • Ladouceur R, Sévigny S. Interactive messages on video lottery terminals and persistence in gambling. Gambling Research. 2003; 15(1): 44-49.

    BACKGROUND
  • Brandt AE, Sztykiel H, Pietras CJ. Laboratory simulated gambling: risk varies across participant-stake procedure. J Gen Psychol. 2013 Apr-Jun;140(2):130-43. doi: 10.1080/00221309.2013.776509.

    PMID: 24837532BACKGROUND
  • Anderson G, Brown RI. Real and laboratory gambling, sensation-seeking and arousal. Br J Psychol. 1984 Aug;75 ( Pt 3):401-10. doi: 10.1111/j.2044-8295.1984.tb01910.x.

    PMID: 6487928BACKGROUND
  • Ladouceur R, Gaboury A, Bujold A, Lachance N, Tremblay S. Ecological validity of laboratory studies of videopoker gaming. J Gambl Stud. 1991 Jun;7(2):109-16. doi: 10.1007/BF01014526.

    PMID: 24242983BACKGROUND
  • Weatherly JN, Brandt AE. Participants' sensitivity to percentage payback and credit value when playing a slot-machine simulation. Behavior and Social Issues. 2004; 13(1): 33-51.doi: 10.5210/bsi.v13i1.34

    BACKGROUND
  • Weatherly JN, McDougall CL, Gillis AA. A bird in hand: discouraging gambling on a slot machine simulation. J Psychol. 2006 Jul;140(4):347-61. doi: 10.3200/JRLP.140.4.347-361.

    PMID: 16967741BACKGROUND
  • Weatherly JN, Meier E. Studying gambling experimentally: The value of money. Analysis of Gambling Behavior. 2007; 1(2): article 5. https://repository.stcloudstate.edu/agb/vol1/iss2/5

    BACKGROUND

MeSH Terms

Conditions

GamblingHarm ReductionCommunication

Condition Hierarchy (Ancestors)

Risk-TakingBehaviorDisruptive, Impulse Control, and Conduct DisordersMental Disorders

Study Officials

  • Benjamin Galipeau

    Laval University

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Masking Details
Participants are recruited under the false pretense of evaluating the realism of a gambling session in a laboratory replicating a bar environment. While the participants in the experimental group should notice the novel prevention messages, before debriefing, for all they know, there are no groups to be assigned to. Therefore they would not be aware, that there are two different groups, nor that this study tests the effects of prevention pop-up messages. Note that masking becomes "open label" after debriefing. Indeed, after being informed of the true goals of this study, participants will easily be able to determine in which group they were assigned based on what occured during their gambling session. Though, gambling behaviours are recorded before debriefing and won't be affected by unmasking. There is no functional way to mask group assignment to the members of the research team. However, the randomization procedure assures that allocation is purely random.
Purpose
PREVENTION
Intervention Model
PARALLEL
Model Details: Stratified block randomization assignment. Blocks are size 4 and strata are divided on problem gambling severity using PGSI categories. Two conditions: * Experimental: Regular gambling session + Prevention pop-up messages * Active Comparator: Regular gambling session Three assessment phases: * Pre-experiment. Telephone interview before the gambling session. Measures baseline characteristics and schedule the gambling session. Usually done within a couple of days following an application to participate. * Experiment. Gambling session in the laboratory. Behaviour is continuously measured starting with the first time the participant puts money in the EGM to participant choosing to end their gambling session. Duration is limited to 2 hrs (unbeknownst to participant). Session is scheduled days to weeks after the Pre-experiment, depending on participant's availability. * Post-experiment. Debriefing and post-experiment interview. Done right after the gambling session is ended.
Sponsor Type
OTHER
Responsible Party
SPONSOR INVESTIGATOR
PI Title
Ph.D. candidate

Study Record Dates

First Submitted

February 14, 2024

First Posted

April 2, 2024

Study Start

February 27, 2024

Primary Completion

December 1, 2025

Study Completion

February 1, 2026

Last Updated

April 1, 2025

Record last verified: 2025-03

Data Sharing

IPD Sharing
Will not share

The ethics committee doesn't allow for unrestricted sharing of IPD. However, we will try our best to answer any questions related to IPD within the boundaries set by the ethics committee.

Locations