Mental HealthNCT06904794
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
A study testing GAMBL-OUT program in people with Mental Health, run by Hospital Miguel Servet at 1 site in Spain.
Trial summary
Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Read more about this study
- Who is it for?
- Ages 16 to 18 yearsHealthy volunteers can take part
- Conditions the study is for
- Mental Health
- What is being tested?
- GAMBL-OUT program
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 240 participants
- Where
- 1 siteSpain
- Study dates
- 2 Apr 2025to 31 Dec 2026
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 16 to 18 years
- All sexes
- Healthy volunteers accepted
- Child, Adult
Who may be able to join
- Only high school students aged between 16 and 18
- Being able to read and understand the Spanish language
- Willingness to participate in the study and sign the written informed consent form
Who cannot join
- Age: <16 years old, or >18 years old
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Spain1 site, 1 recruiting
- Recruiting
Department of Psychiatry. Miguel Servet University Hospital
Zaragoza, Zaragoza, 50009
976 50 65 78
Javier García Campayo
About this study
Official title: 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: a Mixed-methods Cluster-randomized Controlled Trial (GAMBL-OUT Project)
Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectively. Serious games, i.e., those designed with the specific intent to educate, broaden knowledge, and change behaviors, have been tested with positive outcomes. Digital escape rooms constitute a modality of serious game that has shown potential for a variety of educational purposes, but their efficacy for preventing addictive behaviors, as well as their long-term impact, has not been widely studied.
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.
- Conditions
- Mental Health
- Being tested
- GAMBL-OUT program
- Medical subject headings
- Psychological Well-Being
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
GAMBL-OUT programBehavioural
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).
| Study group | Role | What they receive |
|---|---|---|
| GAMBL-OUT escape room | Experimental | Not described Receives: Behavioral: GAMBL-OUT program |
| Wait-list control | No intervention | Not described |
What is being measured
The primary outcome is the main question the study is designed to answer.
Problem gambling screening (PGSI)
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Measured: Baseline
Problem gambling screening (PGSI)
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Measured: Three-months follow-up
Problem gambling screening (PGSI)
In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Measured: Baseline
Problem gambling screening (PGSI)
In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Measured: Three-months follow-up
Secondary outcomes (46)
Gender
Gender of participants: male, female, other. Both groups
Measured: Baseline
Age
Open-ended question where subjects are asked to indicate numerically their current age. Both groups
Measured: Baseline
Nationality
Country of birth of participants: Spain, other (please specify). Both groups
Measured: Baseline
Current city of residence
Place of current residence: Zaragoza capital, Zaragoza province, Huesca capital, Huesca province, Teruel capita, Teruel province. Both groups
Measured: Baseline
Cohabitation
Who do you live with: first degree relatives (parents, siblings), second degree relatives (grandparents, uncles, aunts, uncles), friends, alone, other (please specify). Both groups
Measured: Baseline
Country of birth of parents
Open-ended question where participants have to indicate in which country their father was born, or where their mother was born. Both groups
Measured: Baseline
Education
Which year of the baccalaureate are you currently in: first or second. Both groups
Measured: Baseline
Employment situation
Indicate how many hours per week you work: no work, between 1 and 10 hours per week, between 11 and 20 hours per week, between 20 and 30 hours per week, between 30 and 40 hours per week. Both groups
Measured: Baseline
Amount of money available for leisure per month
Multiple-choice question ad-hoc where subjects must mark the range of money in euros they have available for leisure. The response options are: 0-100; 101-400; 401-600; 601-1000; 1000 or more. None of the response options is better than the others. In the intervention group
Measured: Baseline
Amount of money available for leisure per month
Multiple-choice question ad-hoc where subjects must mark the range of money in euros they have available for leisure. The response options are: 0-100; 101-400; 401-600; 601-1000; 1000 or more. None of the response options is better than the others. In the control group
Measured: Baseline
Gambling knowledge scale (ad-hoc)
In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'.
Measured: Baseline
Gambling knowledge scale (ad-hoc)
In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.
Measured: up to 2 weeks
Gambling knowledge scale (ad-hoc)
In the intervention group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.
Measured: Three-months follow-up
Gambling knowledge scale (ad-hoc)
In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.
Measured: Baseline
Gambling knowledge scale (ad-hoc)
In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.
Measured: up to 2 weeks
Gambling knowledge scale (ad-hoc)
In the control group. This questionnaire is composed of 18 separate items that collect information on different aspects of gambling knowledge. Each item is evaluated on a Likert scale with four response options: 'is totally incorrect', 'is incorrect', 'is correct', 'is totally correct'. There is no overall score on this scale as each item assesses different aspects of gambling knowledge.
Measured: Three-months follow-up
Ad hoc questions asking attitudes towards gambling
In the intervention group
Measured: Baseline
Ad hoc questions asking attitudes towards gambling
In the intervention group
Measured: up to 2 weeks
Ad hoc questions asking attitudes towards gambling
In the intervention group
Measured: Three-months follow-up
Ad hoc questions asking attitudes towards gambling
In the control group
Measured: Baseline
Ad hoc questions asking attitudes towards gambling
In the control group
Measured: up to 2 weeks
Ad hoc questions asking attitudes towards gambling
In the control group
Measured: Three-months follow-up
Ad hoc questions asking intention to gamble in the future
In the intervention group
Measured: Baseline
Ad hoc questions asking intention to gamble in the future
In the intervention group
Measured: up to 2 weeks
Ad hoc questions asking intention to gamble in the future
In the intervention group
Measured: Three-months follow-up
Ad hoc questions asking intention to gamble in the future
In the control group
Measured: Baseline
Ad hoc questions asking intention to gamble in the future
In the control group
Measured: up to 2 weeks
Ad hoc questions asking intention to gamble in the future
In the control group
Measured: Three-months follow-up
Ad hoc questions asking the gambling habits
In the intervention group
Measured: Baseline
Ad hoc questions asking the gambling habits
In the intervention group
Measured: Three-months follow-up
Ad hoc questions asking the gambling habits
In the control group
Measured: Baseline
Ad hoc questions asking the gambling habits
In the control group
Measured: Three-months follow-up
Implementation outcome: General opinion of the intervention
The participants indicate their general opinion of the intervention once it is over: 'very positive, I loved it', 'positive, it was a good experience', 'neutral, I was indifferent', 'negative, there were aspects that did not convince me', 'very negative, I was disappointed'. Both groups
Measured: Three-months follow-up
Implementation outcome: Ease of use of the platform
Participants indicate how easy the platform was for them to use: yes or no. Both groups
Measured: Three-months follow-up
Implementation outcome: Duration of the intervention
Opinion on the length of the intervention: 'I thought it was too short', 'I thought it was adequate', 'I thought it was too long'. Both groups
Measured: Three-months follow-up
Implementation outcome: Difficulty of the instructions received through the platform
Opinion on the difficulty of the instructions received through the platform: 'yes', "no", "most yes", "most no". Both groups
Measured: Three-months follow-up
Implementation outcome: Amount of information received
Opinion on the amount of information received: 'excessive', 'adequate', 'insufficient'. Both groups
Measured: Three-months follow-up
Implementation outcome: Need for prior knowledge to carry out the intervention
Opinion on the need for prior knowledge to carry out the intervention: yes or no. Both groups
Measured: Three-months follow-up
Implementation outcome: Adequacy of the content of the intervention for the target population
Opinion on the appropriateness of the content of the intervention for the target population: 'I think it is too easy', 'I think it is suitable for adolescents', 'I think it is too complex', 'other (specify)'. Both groups
Measured: Three-months follow-up
Implementation outcome: Effectiveness in conveying information to you about the risks of gambling addiction
Do you think that the Escape Room has been effective in providing you with information about the risks of gambling addiction?: 'very effective', 'effective', 'neutral', 'not very effective', 'not at all effective'. Both groups
Measured: Three-months follow-up
Implementation outcome: Perception of increased knowledge of gambling
Opinion on perceived increase in knowledge of gambling: 'a lot', 'some', 'a little', 'not at all'. Both groups
Measured: Three-months follow-up
Implementation outcome: Integration of educational messages into the dynamics of the Escape Room.
Opinion on the adequate integration of the educational messages in the Escape Room dynamics: 'quite well', 'well', 'little', 'practically not at all'. Both groups
Measured: Three-months follow-up
Implementation outcome: Adequacy of this Escape Room for the prevention of gambling among young people
Opinion on the suitability of this Escape Room for the prevention of gambling in young people: yes or no. Both groups
Measured: Three-months follow-up
Implementation outcome: Opinion on whether participants think it is likely that high schools in Aragon will integrate this Escape Room into their regular programming.
Opinion on whether participants think it is likely that high schools in Aragon will integrate this Escape Room into their regular programming: yes or no. Both groups
Measured: Three-months follow-up
Implementation outcome: Recommendation of this Escape Room to young people in the participants' environment.
Opinion on whether the participants would recommend this Escape Room to young people in their environment for their training on the functioning and risks of gambling: yes or no. Both groups
Measured: Three-months follow-up
Implementation outcome: Consideration of whether this Escape Room is a useful resource for the prevention of gambling among young people.
Consideration of whether this Escape Room is a useful resource for gambling prevention in young people: yes or no. Both groups
Measured: Three-months follow-up
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted1 Apr 2025
- Study start2 Apr 2025
- Primary completion30 Dec 2026 (estimated)
- Study completion31 Dec 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Mental HealthStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 240 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Hospital Miguel Servet
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Javier Garcia Campayo, Hospital Miguel Servet
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06904794
- Sponsor's protocol ID
- PI24/364
- Status last verified
- Jul 2026
- First submitted
- 25 Mar 2025
- Last updated
- 23 Jul 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
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.
PubMed 40598402
Study at a glance
From the registry record, last updated by the sponsor on 23 Jul 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- 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: a Mixed-methods Cluster-randomized Controlled Trial (GAMBL-OUT Project)
- ClinicalTrials.gov ID
- NCT06904794
- Acronym / sponsor ID
- PI24/364
- Conditions
- Mental Health
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 240 participants (estimated)
- Lead sponsor
- Hospital Miguel ServetUniversity, hospital or other
- Study start
- 2 Apr 2025 (actual)
- Primary completion
- 30 Dec 2026 (estimated)
- Study completion
- 31 Dec 2026 (estimated)
- First posted
- 1 Apr 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Gambling behaviors among adolescents and young adults have been experiencing an upward trend in the last years, possibly because of new habits developed during the COVID-19 lockdown restrictions. Different preventive strategies have been proposed: universal classroom-based interventions have shown promising evidence as preventive tools, but challenges exist in engaging the target audience effectively. Serious games, i.e., those designed with the specific intent to educate, broaden knowledge, and change behaviors, have been tested with positive outcomes. Digital escape rooms constitute a modality of serious game that has shown potential for a variety of educational purposes, but their efficacy for preventing addictive behaviors, as well as their long-term impact, has not been widely studied.
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.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| GAMBL-OUT escape room | Experimental | Behavioral: GAMBL-OUT program |
| Wait-list control | No intervention | – |
Who may qualify
- Ages
- 16 to 18 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child, Adult
Key inclusion criteria (3 listed)
- Only high school students aged between 16 and 18
- Being able to read and understand the Spanish language
- Willingness to participate in the study and sign the written informed consent form
Key exclusion criteria (1 listed)
- Age: <16 years old, or >18 years old
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| GAMBL-OUT programThe 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). | Behavioural | GAMBL-OUT escape room |
Primary outcome
Problem gambling screening (PGSI)
Time frame: Baseline
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Problem gambling screening (PGSI)
Time frame: Three-months follow-up
In the intervention group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Problem gambling screening (PGSI)
Time frame: Baseline
In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
Problem gambling screening (PGSI)
Time frame: Three-months follow-up
In the control group. This 9-item scale assesses problematic gambling behaviors in the last 12 months and harmful consequences related to gambling. Items are rated on a 4-point scale (0 = never, 3 = almost always). The final score ranges from 0 to 27 and can be interpreted as follows: 0 = non-problem gamblers, 1-2 = low-risk gamblers, 3-7 = moderate-risk gamblers, and 8 and above = problem gamblers).
46 secondary outcomes
Gender
Time frame: Baseline
Age
Time frame: Baseline
Nationality
Time frame: Baseline
Current city of residence
Time frame: Baseline
Cohabitation
Time frame: Baseline
Country of birth of parents
Time frame: Baseline
Education
Time frame: Baseline
Employment situation
Time frame: Baseline
Amount of money available for leisure per month
Time frame: Baseline
Amount of money available for leisure per month
Time frame: Baseline
Gambling knowledge scale (ad-hoc)
Time frame: Baseline
Gambling knowledge scale (ad-hoc)
Time frame: up to 2 weeks
Gambling knowledge scale (ad-hoc)
Time frame: Three-months follow-up
Gambling knowledge scale (ad-hoc)
Time frame: Baseline
Gambling knowledge scale (ad-hoc)
Time frame: up to 2 weeks
Gambling knowledge scale (ad-hoc)
Time frame: Three-months follow-up
Ad hoc questions asking attitudes towards gambling
Time frame: Baseline
Ad hoc questions asking attitudes towards gambling
Time frame: up to 2 weeks
Ad hoc questions asking attitudes towards gambling
Time frame: Three-months follow-up
Ad hoc questions asking attitudes towards gambling
Time frame: Baseline
Ad hoc questions asking attitudes towards gambling
Time frame: up to 2 weeks
Ad hoc questions asking attitudes towards gambling
Time frame: Three-months follow-up
Ad hoc questions asking intention to gamble in the future
Time frame: Baseline
Ad hoc questions asking intention to gamble in the future
Time frame: up to 2 weeks
Ad hoc questions asking intention to gamble in the future
Time frame: Three-months follow-up
Ad hoc questions asking intention to gamble in the future
Time frame: Baseline
Ad hoc questions asking intention to gamble in the future
Time frame: up to 2 weeks
Ad hoc questions asking intention to gamble in the future
Time frame: Three-months follow-up
Ad hoc questions asking the gambling habits
Time frame: Baseline
Ad hoc questions asking the gambling habits
Time frame: Three-months follow-up
Ad hoc questions asking the gambling habits
Time frame: Baseline
Ad hoc questions asking the gambling habits
Time frame: Three-months follow-up
Implementation outcome: General opinion of the intervention
Time frame: Three-months follow-up
Implementation outcome: Ease of use of the platform
Time frame: Three-months follow-up
Implementation outcome: Duration of the intervention
Time frame: Three-months follow-up
Implementation outcome: Difficulty of the instructions received through the platform
Time frame: Three-months follow-up
Implementation outcome: Amount of information received
Time frame: Three-months follow-up
Implementation outcome: Need for prior knowledge to carry out the intervention
Time frame: Three-months follow-up
Implementation outcome: Adequacy of the content of the intervention for the target population
Time frame: Three-months follow-up
Implementation outcome: Effectiveness in conveying information to you about the risks of gambling addiction
Time frame: Three-months follow-up
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 23 Jul 2026.
- Derived from this study: PubMed 40598402Barcelo-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.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing GAMBL-OUT program in people with Mental Health, run by Hospital Miguel Servet at 1 site in Spain.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: looking for participants now, as of the sponsor's last update on 23 Jul 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Javier García Campayo (976 50 65 78, investigaprimaria@gmail.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Problem gambling screening (PGSI) (time frame: Baseline). The study lists 4 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT06904794, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 23 Jul 2026.