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

Terminated

Intervention / Treatment

Detailed Description

In this study, patients will realize, 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.

Study Type

Interventional

Enrollment (Actual)

12

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

      • Saint-etienne, France, 42000
        • Chu de Saint-Etienne

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years to 60 years (Adult)

Accepts Healthy Volunteers

Yes

Genders Eligible for Study

All

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

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Other
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / 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

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

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Aurélia GAY, MD, Chu de Saint-Etienne

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

January 31, 2014

Primary Completion (Actual)

April 30, 2014

Study Completion (Actual)

April 30, 2014

Study Registration Dates

First Submitted

September 11, 2015

First Submitted That Met QC Criteria

September 11, 2015

First Posted (Estimate)

September 15, 2015

Study Record Updates

Last Update Posted (Actual)

November 17, 2021

Last Update Submitted That Met QC Criteria

November 16, 2021

Last Verified

March 1, 2018

More Information

Terms related to this study

Other Study ID Numbers

  • 1308093
  • 2013-A01352-43 (Other Identifier: ANSM)

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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