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Client’s Experiences Using a Location-Based Technology ICT System during Gambling Treatments’ Crucial Components: A Qualitative Study

Author

Listed:
  • Laura Diaz-Sanahuja

    (Department of Basic Psychology, Clinical and Psychobiology, Universitat Jaume I, 12071 Castellon, Spain)

  • Ignacio Miralles

    (Department of Computer Languages and Systems, Universitat Jaume I, 12071 Castellon, Spain)

  • Carlos Granell

    (Department of Computer Languages and Systems, Universitat Jaume I, 12071 Castellon, Spain)

  • Adriana Mira

    (Department of Personality, Evaluation and Psychological Treatment, Valencia University (UV), 46010 Valencia, Spain)

  • Alberto González-Pérez

    (Department of Computer Languages and Systems, Universitat Jaume I, 12071 Castellon, Spain)

  • Sven Casteleyn

    (Department of Computer Languages and Systems, Universitat Jaume I, 12071 Castellon, Spain)

  • Azucena García-Palacios

    (Department of Basic Psychology, Clinical and Psychobiology, Universitat Jaume I, 12071 Castellon, Spain
    CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN), Instituto de Salud Carlos III, 28029 Madrid, Spain)

  • Juana Bretón-López

    (Department of Basic Psychology, Clinical and Psychobiology, Universitat Jaume I, 12071 Castellon, Spain
    CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN), Instituto de Salud Carlos III, 28029 Madrid, Spain)

Abstract

Cognitive Behavioral Therapy is the treatment of choice for Gambling Disorder (GD), with stimulus control (SC) and exposure with response prevention (ERP) being its two core components. Despite their efficacy, SC and ERP are not easy to deliver, so it is important to explore new ways to enhance patient compliance regarding SC and ERP. The aim of this study is to describe and assess the opinion of two patients diagnosed with problem gambling and GD that used the Symptoms app, a location-based ICT system, during SC and ERP. A consensual qualitative research study was conducted. We used a semi-structured interview, developed ad-hoc based on the Expectation and Satisfaction Scale and System Usability Scale. A total of 20 categories were identified within six domains: usefulness, improvements, recommendation to other people, safety, usability, and opinion regarding the use of the app after completing the intervention. The patients considered the app to be useful during the SC and ERP components and emphasized that feeling observed and supported at any given time helped them avoid lapses. This work can offer a starting point that opens up new research paths regarding psychological interventions for gambling disorder, such as assessing whether location-based ICT tools enhance commitment rates.

Suggested Citation

  • Laura Diaz-Sanahuja & Ignacio Miralles & Carlos Granell & Adriana Mira & Alberto González-Pérez & Sven Casteleyn & Azucena García-Palacios & Juana Bretón-López, 2022. "Client’s Experiences Using a Location-Based Technology ICT System during Gambling Treatments’ Crucial Components: A Qualitative Study," IJERPH, MDPI, vol. 19(7), pages 1-25, March.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:7:p:3769-:d:776754
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    References listed on IDEAS

    as
    1. Jane Oakes & Rene Pols & Sharon Lawn, 2019. "The ‘Merry-Go-Round’ of Habitual Relapse: A Qualitative Study of Relapse in Electronic Gaming Machine Problem Gambling," IJERPH, MDPI, vol. 16(16), pages 1-15, August.
    2. Raquel Lozano-Blasco & Mᵃ Pilar Latorre-Martínez & Alejandra Cortes-Pascual, 2021. "Analizing Teens an Analysis from the Perspective of Gamers in Youtube," Sustainability, MDPI, vol. 13(20), pages 1-21, October.
    3. Cristina Botella & M Ángeles Pérez-Ara & Juana Bretón-López & Soledad Quero & Azucena García-Palacios & Rosa María Baños, 2016. "In Vivo versus Augmented Reality Exposure in the Treatment of Small Animal Phobia: A Randomized Controlled Trial," PLOS ONE, Public Library of Science, vol. 11(2), pages 1-22, February.
    Full references (including those not matched with items on IDEAS)

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