Evaluation of the Gambling Habits of Adolescents and Young Adults Post-COVID-19 and Implementation of a Digital Escape Room Intervention for Preventing Gambling in High School Students
Recruiting
N/AInterventional Study
Mental Health
No Placebo Group
Every participant receives an active treatment — no one gets a placebo.
Healthy Volunteers Welcome
You do not need to have the condition being studied to take part.
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At a Glance
Age
16 – 18
Sex
Any
Study type
Interventional
Purpose
Prevention
Participants needed
240 (estimated)
Sponsor
Hospital Miguel Servet · Other
Who this trial is looking for
This trial is looking for high school students who are between 16 and 18 years old and can read and understand Spanish. They need to be willing to join the study and sign a consent form. If someone is younger than 16 or older than 18, they won't be able to participate.
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Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectiv…
Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectively. Serious games, i.e., those designed with the specific intent to educate, broaden knowledge, and change behaviors, have been tested with positive outcomes. Digital escape rooms constitute a modality of serious game that has shown potential for a variety of educational purposes, but their efficacy for preventing addictive behaviors, as well as their long-term impact, has not been widely studied.
The present project aims at assessing the gambling habits of a sample of 16-25-year-olds in the region of Aragon, Spain, that could be compared to the data gathered before the pandemic started, so not only the prevalence rates can be updated but also potential differences in habits (e.g., preferred gambling alternatives) can be detected. This will undoubtedly help the design of effective preventive measures, such as the GAMBL-OUT digital escape room, a serious game to be implemented in high schools with the aim of increasing knowledge, reducing intentions to gamble, and changing attitudes towards gambling.
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Eligibility Criteria
Inclusion Criteria:
* Only high school students aged between 16 and 18
* Being able to read and understand the Spanish language
* Willingness to participate in the study and sign the written informed consent form
Exclusion Criteria:
* Age: \<16 years old, or \>18 years old
Inclusion Criteria:
* Only high school students aged between 16 and 18
* Being able to read and understand the Spanish language
* Willingness to participate in the study and sign the written informed consent form
Exclusion Criteria:
* Age: \<16 years old, or \>18 years old
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