Environmental Influence on Gambling Behavior
Influence of Sensorimotor Environment on Gambling Behavior in Pathological Gambling.
In France, the prevalence of problem gambling and risk has been estimated at 1.3%. This disorder, currently considered a behavioral addiction is characterized by a loss of control and an excessive focus on the game.
The literature on intervening psychological mechanisms in the development of the game led to think that the size of loss of control, central among players, could be understood as a reduction in control capacity but also as automatic activation behavior game.
The task of Go-Nogo, commonly used in cognitive psychology, assesses the automatic and controlled components of behavior. Furthermore, different models of the concept of addiction underline the importance of the environment associated with addiction. However, no study takes into account the interaction between the game environment and the involvement of these mechanisms.
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Saint-etienne, France, 42000
- CHU de Saint-Etienne
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-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- For pathological gambler (JP): active casino players meet the diagnostic criteria for pathological gambling according to DSM-IV-TR
- For social player (JS): casino players who score the SOGS is less than or equal to 2, and playing at least once a month in a money game and chance.
- For non-gamer witnesses (T): play less than once per month to any type of gambling, except for Lotto and Euromillion where the threshold is increased at least once a week. These two draw games are considered more socially enrolled in a leisure practice without necessarily enroll in gambling.
- Right handed
- Aged between 18-60 years.
- Without psychotropic treatment or treatment with a stable and unchanged for over a month.
Exclusion Criteria:
- Participants with a problem of visual acuity and / or uncorrected hearing.
- Other current addiction (except tobacco, for reasons of feasibility).
- Current Psychiatric comorbidity
- Treatment psychotropic introduced or changed for less than a month.
- Subjects with atrial fibrillation, with a pacemaker and / or receiving antiarrhythmic drugs
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Other
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Gambler performing Go-Nogo
In this study, Gambler performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
In this study, Gambler performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
|
Active Comparator: Social layer performing Go-Nogo
In this study, social player performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
In this study, Gambler performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
|
Placebo Comparator: non-gamer witnesses performing Go-Nogo
In this study, non-gamer witnesses performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
In this study, Gambler performing Go-Nogo test.
On a computer, various exercises (called "Go-Nogo") whose principle is: 2 symbols (for example, a circle and a square) appear in random order on the screen computer.
The patient will not press the response button (key on the keyboard) that upon the occurrence of one of the two symbols, in dependence upon the command that it has been given by the psychiatrist, and this as quickly as possible.
The patient will successively perform 3 versions of this exercise (with a neutral wallpaper, with neutral/games images or with neutral/games tones).
Order of the 3 versions will be determined by randomization.
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Result Go-Nogo test
Time Frame: day 1
|
Difference between the number of errors (control) in Go-Nogo test simple and visual-auditory Go-Nogo (composite measure)
|
day 1
|
Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Principal Investigator: Aurélia GAY, MD, CHU de Saint-Etienne
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Estimate)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Keywords
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 1308093
- 2013-A01352-43 (Other Identifier: ANSM)
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