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一款用于问题赌博(GamblingLess:遏制冲动)的智能手机即时干预应用:单臂可接受性和可行性试验。

A Smartphone-Delivered Ecological Momentary Intervention for Problem Gambling (GamblingLess: Curb Your Urge): Single-Arm Acceptability and Feasibility Trial.

机构信息

Deakin University, Geelong, Australia.

Royal Children's Hospital, Centre for Adolescent Health, Murdoch Children's Research Institute, Melbourne, Australia.

出版信息

J Med Internet Res. 2021 Mar 26;23(3):e25786. doi: 10.2196/25786.

Abstract

BACKGROUND

Low uptake rates of traditional gambling treatments highlight the need for innovative treatment modalities. Smartphone apps can provide unprecedented access to real-time ecological momentary interventions (EMIs) delivered in people's everyday lives.

OBJECTIVE

This study aims to examine the acceptability, feasibility, and preliminary effectiveness of GamblingLess: Curb Your Urge, the first smartphone app-delivered EMI that aims to prevent gambling episodes by reducing craving intensity in people seeking help for gambling problems.

METHODS

This study was a single-arm, 5-week acceptability and feasibility trial (1-week baseline and 4-week intervention periods) involving ecological momentary assessments (EMAs) delivered 3 times daily. The EMAs measured gambling episodes, cravings, and self-efficacy. Web-based evaluations at baseline, postintervention, and 1-month follow-up measured gambling outcomes (severity, cravings, frequency, expenditure, and self-efficacy) and the intervention's perceived helpfulness, relevance, burden, satisfaction, and impact in relation to gambling cravings.

RESULTS

A total of 36 participants, of whom 22/36 (61%) were male and 34/36 (94%) were problem gamblers, completed the baseline measures, with 61% (22/36) completing the postintervention evaluation and 58% (21/36) completing the follow-up evaluation. The intervention was considered acceptable, as participants perceived all intervention content to be above average in helpfulness and the EMA to be highly relevant but somewhat burdensome. Participants reported that they were satisfied with the intervention and that the intervention improved their knowledge, attitudes, awareness, behavior change, intention to change, and help-seeking behavior for gambling cravings. Regarding the intervention's feasibility, compliance rates for the EMA (51%) and EMI (15%) were low; however, the intervention was used 166 times, including 59 uses within 60 minutes of EMA completion and 107 on-demand uses. Regarding the intervention's preliminary effectiveness, descriptive EMA data showed that, compared with the baseline period, 71% and 72% reductions in the average number of gambling episodes and craving occurrences were reported in the intervention period, respectively. In addition, clustered paired-sample two-tailed t tests revealed a significant 5.4% reduction in real-time craving intensity (P=.01) immediately after intervention use, which increased to 10.5% (P=.01), where use was recommended based on craving occurrence. At the group level, significant medium-to-large reductions were observed in mean gambling symptom severity (P=.01 and .003), cravings (P=.03 and .02), frequency (P=.01 and .004), and expenditure (P=.04 and .003) at postintervention and follow-up; moreover, increased mean gambling self-efficacy and craving self-efficacy (P=.01 and .01) were observed at postintervention and increased gambling self-efficacy (P=.04) was observed at follow-up. At the individual level, over a quarter of participants (6/22, 27% to 10/21, 48%) could be categorized as recovered or improved regarding their gambling symptom severity and cravings.

CONCLUSIONS

The results support the acceptability, feasibility, and preliminary effectiveness of this app-delivered EMI for preventing gambling episodes through craving management in people with gambling problems, which has implications for extending the reach of evidence-based treatment to moments of vulnerability in people's everyday lives.

摘要

背景

传统赌博治疗方法的接受率较低,这突显了创新治疗模式的必要性。智能手机应用程序可以提供前所未有的机会,实时提供在人们日常生活中进行的生态瞬间干预(EMI)。

目的

本研究旨在检验 GamblingLess:Curb Your Urge 智能手机应用程序的可接受性、可行性和初步效果,该应用程序旨在通过减少寻求赌博问题帮助的人的渴望强度来预防赌博发作。

方法

这是一项为期 5 周的单臂、可接受性和可行性试验(基线期 1 周和干预期 4 周),涉及每日 3 次的生态瞬间评估(EMA)。EMA 测量赌博发作、渴望和自我效能感。基线、干预后和 1 个月随访的在线评估测量了赌博结果(严重程度、渴望、频率、支出和自我效能感)以及干预对赌博渴望的感知有用性、相关性、负担、满意度和影响。

结果

共有 36 名参与者,其中 22/36(61%)为男性,34/36(94%)为问题赌徒,完成了基线测量,61%(22/36)完成了干预后评估,58%(21/36)完成了随访评估。干预被认为是可以接受的,因为参与者认为所有的干预内容在有用性方面都高于平均水平,而 EMA 则高度相关但有些负担。参与者报告说,他们对干预感到满意,并且干预改善了他们对赌博渴望的知识、态度、意识、行为改变、改变意愿和寻求帮助的行为。关于干预的可行性,EMA(51%)和 EMI(15%)的依从率较低;然而,该干预共使用了 166 次,包括在 EMA 完成后 60 分钟内使用 59 次和按需使用 107 次。关于干预的初步效果,描述性 EMA 数据显示,与基线期相比,干预期报告的平均赌博发作和渴望发作次数分别减少了 71%和 72%。此外,聚类配对样本双侧 t 检验显示,干预后实时渴望强度显著降低 5.4%(P=.01),增加至 10.5%(P=.01),此时建议根据渴望发生情况使用。在群体水平上,在干预后和随访时观察到平均赌博症状严重程度(P=.01 和.003)、渴望(P=.03 和.02)、频率(P=.01 和.004)和支出(P=.04 和.003)显著降低;此外,在干预后和随访时观察到的赌博自我效能感和渴望自我效能感均显著增加(P=.01 和.01),在随访时观察到的赌博自我效能感显著增加(P=.04)。在个体水平上,超过四分之一的参与者(6/22,27%至 10/21,48%)可以根据他们的赌博症状严重程度和渴望程度被归类为康复或改善。

结论

这些结果支持通过管理赌博者的渴望来预防赌博发作的这种智能手机应用程序的可接受性、可行性和初步效果,这对将循证治疗扩展到人们日常生活中的脆弱时刻具有重要意义。

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