Prevention Messages for EGMs: Effects on Behaviours and Cognitions

ConditionGambling
Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18+
SponsorBenjamin Galipeau

About this trial

The goals of this randomized controlled trial are to test the manifold effects of prevention pop-up messages on participants' behaviours, cognitions and affects. This study is conducted among regular EGMs' players (defined as having played EGMs at least once every two weeks for the past 12 months) who are not classified as probable pathological gamblers by the PGSI.

After answering a series of short questionnaires by phone, participants are asked to schedule a gambling session which is done in a laboratory on the university's campus. This laboratory replicates a typical bar, and is equipped with real EGMs. Participants are recruited under the false pretense of giving their opinion on the realism of the bar replica, and on the overall feeling of the gambling session in it. They are told that: (a) they are free to gamble as much and for as long as they like; (b) they are allowed to take breaks; (c) gambling is to be done with their own money; (d) the only compensation for participation are the potential winnings made while gambling; (e) net winnings across their whole session are paid, but losses are real. There is only one participant at a time in the laboratory for the gambling session.

After having stopped by their own volition (some exceptions apply, see "Detailed Description" for further details), participants are debriefed on the real goals of this study and reimbursed any incurred losses while gambling. They are then be asked to answer another series of questionnaires.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

At least 18 years old (legal age to gamble in Quebec, Canada, where the study is conducted)

Functional literacy in french (study is conducted in french and requires reading and understanding simple texts)

Having played EGMs and least once every two weeks for the past 12 months

Disqualifiers

Classified as a probable pathological gambler (score ≥ 8 on the PGSI)

Currently receiving treatment for problem gambling

Currently under self-exclusion from gambling venues

Trial design

Design model

Parallel

Treatments tested in this trial

  • Prevention pop-up messages

    Behavioral

    Messages are shown full screen on the EGM's play screen on a fixed presentation schedule. Clock of the gambling session starts the first time the participant puts money in the EGM. From this event, messages are shown at those timepoints: \[1\] +10 minutes; \[2\] +40 minutes; \[3\] +70 minutes; \[4\] +100 minutes. Messages block the screen for 15 seconds before automatically closing. Up to 4 different messages are presented during the gambling session. Order is determined by sortition without replacement. Messages have a warning heading "Caution!". Content is, from top to bottom: (a) time spent gambling from beginning; (b) warning that gambling could lead to serious monetary loss; (c) 1 of 4 self-appraisal phrases about current gambling behaviour; (d) advice to the participant that a break could help choose what is best for them; (e) countdown before the message closes itself; (f) Health department logo is shown in the lower right corner as a more "neutral" endorsement of the messages.

  • Mandatory time limit

    Behavioral

    Activated either when (a) the previous time limit is up; or (b) the player bank meter reaches $0. When the previous time limit is up, a pop-up takes up the upper third of the play screen and requires the player to set a new time limit using one of five choice buttons (four firsts buttons: 15, 30, 45 or 60 minutes; fifth button: cash out, which prints a receipt and ends the gambling session). As the EGM cannot track who is playing, there are no limits on consecutive gambling sessions. When the player's bank meter reaches $0, the the pop-up described above appears as soon as new money is inserted in the EGM, no matter if the previous time limit is up or not.

  • Responsible gambling information

    Behavioral

    Located in a submenu accessed through a button on the main touch screen. This open a window which contains basic information on randomness and responsible gambling advice. The information is presented in small white font on a black background.

  • Electronic gambling machine (model IGT GL20)

    Device

    EGM model currently in use in Quebec, Canada, the location where this study is conducted. The EGMs used in this study are fully functional and unaltered except for the presentation of prevention pop-up messages in the experimental arm of this study. These machines are equipped with basics responsible gambling features, the two main ones described in this section (i.e. "Mandatory time limit"; "Responsible gambling information"). Wins/losses sequence is fully randomized and not determined beforehand.

  • Square terminal

    Device

    This terminal allows for buying non-alcoholic beverages (soft drinks or coffee) and chips during the experimentation. This is done to enhance the realism of the bar setting. It also allows for real cash withdrawal from bank account during gambling session. Quebec's code of conduct for EGMs commercialization prohibits retailers from having an ATM near their EGMs, and prohibits them from lending money to consumers or withdrawing cash for them to gamble. However, this rule is not always followed in practice. For this study, participants will be allowed to withdraw from their bank account, at the bar counter, if they ask for it. However, this will not be offered to them upfront.

Treatment groups

80 Participants
are divided into 2 treatment groups
Group A: Prevention pop-up messagesExperimental treatment 5 interventions
Group B: Regular gambling session controlActive comparator 4 interventions

Trial outcomes

Primary outcomes

1

Gambling behaviour (between group) - Gambling session's total duration

Time elapsed between the first time the participant puts money in the EGM (0h00) to the end of the gambling session. Session's duration is left for the participant to decide. While the participant is told they can play for as long as they like, there is a 2 hrs limit on the session duration. This limit is hidden from the participant. Session's duration includes any breaks taken from gambling on the EGM.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
2

Gambling behaviour (between group) - Total time effectively spent gambling

Same as Outcome 1 (Gambling session's total duration), but minus breaks taken from gambling on the EGM.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
3

Gambling behaviour (between group) - Number of breaks taken

Number of breaks taken from gambling on the EGM during the gambling session.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
4

Gambling behaviour (between group) - Mean breaks' duration

Average duration of breaks' taken from gambling on the EGM over the gambling session's total duration.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

Secondary outcomes

1

Perceived realism - Gambling location type most resembling the session in the laboratory

Among a predetermined list of gambling location type (e.g. bar/restaurant, casino, etc.), participant choose which the gambling session in the laboratory resembled the most.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
2

Perceived realism - Session in the laboratory VS gambling on EGMs in a bar/restaurant

Level on resemblance between a gambling session on EGMs in a bar/restaurant and the gambling session in the laboratory. Evaluated with a 7-points Likert scale (1 = "Almost 100 % different" to 7 = "Almost 100 % the same").

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
3

Perceived realism - Similarities between session in the laboratory VS gambling on EGMs in a bar/restaurant

Things that were the same or very alike when comparing a gambling session on EGMs in a bar/restaurant and the gambling session in the laboratory. Participant lists all resemblances that come to their mind.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
4

Perceived realism - Differences between session in the laboratory VS gambling on EGMs in a bar/restaurant

Things that were not the same or very not alike when comparing a gambling session on EGMs in a bar/restaurant and the gambling session in the laboratory. Participant lists all differences that come to their mind.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

Other outcomes

1

Prevention pop-up messages recall - Free recall (Y/N)

Participant is asked if they saw any prevention pop-up messages during their gambling session in the laboratory. This is a Yes/No question.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
2

Prevention pop-up messages recall - Free recall (number)

If participant declared they saw prevention pop-up messages during their gambling session in the laboratory, they are asked how many there were. The same message presented twice count as "2".

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
3

Prevention pop-up messages recall - Free recall (content)

If participant declared they saw prevention pop-up messages during their gambling session in the laboratory, they are asked to freely describe them (i.e. content, graphical appearance, etc.).

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).
4

Prevention pop-up messages recall - Cued recall (Y/N)

Participant is presented with a list of prevention pop-up messages that could have been shown during the study. For each of them, they are asked to identify if they saw it or no.

Time frame
Assessed at the end gambling session in the laboratory (Post-experiment phase). Session's length is decided by participant (but limited to 2 hours maximum).

Sponsors and contacts

Click on the lead sponsor to view all of their trials.

Benjamin Galipeau

Lead sponsor

Laval University

Sponsor institution

Fonds de recherche du Québec - Société et culture

Collaborator

Fonds pour la prévention et le traitement du jeu

Collaborator