Okayama Psychiatric Medical Center, 3-16 Shikatahon-machi, Kita-ku, Okayama, 700-0915, Japan.
Department of Health Promotion and Human Behavior, Kyoto University Graduate School of Medicine/School of Public Health, Kyoto, Japan.
J Gambl Stud. 2020 Dec;36(4):1391-1407. doi: 10.1007/s10899-020-09935-4.
Internet-delivered intervention may be an acceptable alternative for the more than 90% of problem gamblers who are reluctant to seek face-to-face support. Thus, we aimed to (1) develop a low-dropout unguided intervention named GAMBOT integrated with a messaging app; and (2) investigate its effect. The present study was a randomised, quadruple-blind, controlled trial. We set pre-to-post change in the Problem Gambling Severity Index (PGSI) as the primary outcome and pre-to-post change in the Gambling Symptom Assessment Scale (G-SAS) as a secondary outcome. Daily monitoring, personalised feedback, and private messages based on cognitive behavioural theory were offered to participants in the intervention group through a messaging app for 28 days (GAMBOT). Participants in the control group received biweekly messages only for assessments for 28 days (assessments only). A total of 197 problem gamblers were included in the primary analysis. We failed to demonstrate a significant between-group difference in the primary outcome (PGSI - 1.14, 95% CI - 2.75 to 0.47, p = 0.162) but in the secondary outcome (G-SAS - 3.14, 95% CI - 0.24 to - 6.04, p = 0.03). Only 6.7% of the participants dropped out during follow-up and 77% of the GAMBOT group participants (74/96) continued to participate in the intervention throughout the 28-day period. Integrating intervention into a chatbot feature on a frequently used messaging app shows promise in helping to overcome the high dropout rate of unguided internet-delivered interventions. More effective and sophisticated contents delivered by a chatbot should be sought to engage over 90% of problem gamblers who are reluctant to seek face-to-face support.
互联网干预可能是一种可接受的选择,适用于超过 90%的不愿寻求面对面支持的问题赌徒。因此,我们旨在:(1) 开发一种名为 GAMBOT 的低辍学无指导干预措施,该措施与消息传递应用程序集成;并(2) 研究其效果。本研究是一项随机、四盲、对照试验。我们将问题赌博严重程度指数(PGSI)的预到后变化作为主要结果,将赌博症状评估量表(G-SAS)的预到后变化作为次要结果。通过消息传递应用程序,干预组的参与者在 28 天内接受日常监测、个性化反馈和基于认知行为理论的私人消息(GAMBOT)。对照组的参与者在 28 天内仅接受双周消息进行评估(仅评估)。共有 197 名问题赌徒纳入主要分析。我们未能证明主要结果(PGSI -1.14,95%CI -2.75 至 0.47,p=0.162)存在组间差异,但在次要结果(G-SAS -3.14,95%CI -0.24 至 -6.04,p=0.03)存在差异。只有 6.7%的参与者在随访期间退出,77%的 GAMBOT 组参与者(74/96)在整个 28 天期间继续参与干预。将干预措施集成到常用消息传递应用程序的聊天机器人功能中,有望帮助克服无指导互联网干预措施的高辍学率。应寻求更有效和复杂的聊天机器人内容,以吸引超过 90%不愿寻求面对面支持的问题赌徒。