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
NCT ID: NCT06904794
Last Updated: 2025-09-09
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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RECRUITING
NA
240 participants
INTERVENTIONAL
2025-04-02
2026-03-31
Brief Summary
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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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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
SINGLE
Study Groups
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GAMBL-OUT escape room
GAMBL-OUT program
The GAMBL-OUT program consists of two sessions: the first one involves a digital escape room to be delivered in the classroom and a series of physical props to be used during the experience. In small groups (4-5 students), participants need to work together to solve different puzzles and riddles, all of them related to the story of young adults who are dealing with problem gambling. By the end of the game, which will have a limited time (50 minutes), each group will have gained access to a different password. The second session will start from here: each group will share their password so the final puzzle can be solved, and the game will conclude with in a group discussion about what was learned (40 minutes).
Wait-list control
No interventions assigned to this group
Interventions
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GAMBL-OUT program
The GAMBL-OUT program consists of two sessions: the first one involves a digital escape room to be delivered in the classroom and a series of physical props to be used during the experience. In small groups (4-5 students), participants need to work together to solve different puzzles and riddles, all of them related to the story of young adults who are dealing with problem gambling. By the end of the game, which will have a limited time (50 minutes), each group will have gained access to a different password. The second session will start from here: each group will share their password so the final puzzle can be solved, and the game will conclude with in a group discussion about what was learned (40 minutes).
Eligibility Criteria
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Inclusion Criteria
* Being able to read and understand the Spanish language
* Willingness to participate in the study and sign the written informed consent form
Exclusion Criteria
16 Years
18 Years
ALL
Yes
Sponsors
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Hospital Miguel Servet
OTHER
Responsible Party
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Javier Garcia Campayo
Principal Investigator
Locations
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Department of Psychiatry. Miguel Servet University Hospital
Zaragoza, , Spain
Countries
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Central Contacts
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Facility Contacts
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Role: primary
References
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Barcelo-Soler A, Monreal-Bartolome A, Perez-Aranda A, Campos D, Beltran-Ruiz M, Puebla-Guedea M, Cabrera-Gil I, Garcia-Campayo J, Lopez-Del-Hoyo Y. Evaluation of the gambling habits of Spanish adolescents and young adults post-COVID-19 and implementation of a digital escape room intervention for preventing gambling: study protocol of a cluster-randomized controlled trial (GAMBL-OUT project). BMC Psychol. 2025 Jul 1;13(1):690. doi: 10.1186/s40359-025-03035-x.
Other Identifiers
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PI24/364
Identifier Type: -
Identifier Source: org_study_id
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