Help on demand: Development and feasibility testing of a self-directed mobile app intervention for gambling problems (Preprint)

<sec> <title>BACKGROUND</title> Compared to other mental health problems, self-directed interventions for gambling problems lack in quantity, accessibility, and in some cases, evidence base. Moreover, engagement with these interventions remains modest. Mobile apps may be a viable format to deliver self-directed interventions that enhance user engagement. </sec> <sec> <title>OBJECTIVE</title> The aims of the current study were to develop a self-directed mobile app intervention for gambling problems and to conduct initial feasibility and acceptability testing with a small sample of Canadian adults with past or present gambling problems (N = 30). </sec> <sec> <title>METHODS</title> Participants were invited via email from a list of people who previously volunteered in similar research in our lab. Theory and content of the mobile app intervention were primarily based on a self-directed workbook that has been evaluated in paperback and static web-based formats. The current app prototype included daily gambling diaries, recommended activities based on diary responses, and psychoeducation. It was available for two weeks, after which users provided feedback via surveys (n = 30) and a virtual focus group (n = 8). Quantitative and qualitative feedback, as well as app usage data, were analyzed to provide descriptive statistics and summaries. </sec> <sec> <title>RESULTS</title> Regarding feasibility, median completion time for activities ranged from 48 to 137 seconds. Daily diary completion rate was 51%. One third of activities were accessed via prompt and two thirds on demand. Many participants repeated at least one activity, and all activities were repeated by at least one participant. Results also indicated favourable user reviews, particularly regarding the app’s credibility, ease of use, and potential impact. The feedback on some app features was highly variable, such as the perceived utility of daily diaries. Specific recommendations for improvement were provided, such as inclusion of information on concurrent substance use and more interactive psychoeducation. </sec> <sec> <title>CONCLUSIONS</title> Overall, the app met or exceeded thresholds for feasibility and acceptability to justify improvements and effectiveness testing on a larger scale. The variability in user feedback underscores the demand for further personalization. </sec>

Authors

Publication Details

Published
2025-09-04
DOI
https://doi.org/10.2196/preprints.83430
Primary Topic
Gambling Behavior and Treatments
Type
article
Field-Weighted Citation Impact
0.00

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article

Help on demand: Development and feasibility testing of a self-directed mobile app intervention for gambling problems (Preprint)

David C. Hodgins, Brad W. Brazeau, John Cunningham
Gambling Behavior and Treatments
article

Help on demand: Development and feasibility testing of a self-directed mobile app intervention for gambling problems (Preprint)

David C. Hodgins, Brad W. Brazeau, John Cunningham
article en

Abstract

<sec> <title>BACKGROUND</title> Compared to other mental health problems, self-directed interventions for gambling problems lack in quantity, accessibility, and in some cases, evidence base. Moreover, engagement with these interventions remains modest. Mobile apps may be a viable format to deliver self-directed interventions that enhance user engagement. </sec> <sec> <title>OBJECTIVE</title> The aims of the current study were to develop a self-directed mobile app intervention for gambling problems and to conduct initial feasibility and acceptability testing with a small sample of Canadian adults with past or present gambling problems (N = 30). </sec> <sec> <title>METHODS</title> Participants were invited via email from a list of people who previously volunteered in similar research in our lab. Theory and content of the mobile app intervention were primarily based on a self-directed workbook that has been evaluated in paperback and static web-based formats. The current app prototype included daily gambling diaries, recommended activities based on diary responses, and psychoeducation. It was available for two weeks, after which users provided feedback via surveys (n = 30) and a virtual focus group (n = 8). Quantitative and qualitative feedback, as well as app usage data, were analyzed to provide descriptive statistics and summaries. </sec> <sec> <title>RESULTS</title> Regarding feasibility, median completion time for activities ranged from 48 to 137 seconds. Daily diary completion rate was 51%. One third of activities were accessed via prompt and two thirds on demand. Many participants repeated at least one activity, and all activities were repeated by at least one participant. Results also indicated favourable user reviews, particularly regarding the app’s credibility, ease of use, and potential impact. The feedback on some app features was highly variable, such as the perceived utility of daily diaries. Specific recommendations for improvement were provided, such as inclusion of information on concurrent substance use and more interactive psychoeducation. </sec> <sec> <title>CONCLUSIONS</title> Overall, the app met or exceeded thresholds for feasibility and acceptability to justify improvements and effectiveness testing on a larger scale. The variability in user feedback underscores the demand for further personalization. </sec>

Alberta Gambling Research Institute, University of Calgary
Openalex Percentile: Top 67%
Gambling Behavior and Treatments
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