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Acceptability and Perceived Usefulness of a Digital Gambling Harm Minimisation Tool: A Cross-Sectional Study

aut.relation.articlenumbere101430
aut.relation.journalJMIR Formative Research
aut.relation.startpagee101430
aut.relation.volume10
dc.contributor.authorChandrakumar, Dilushi
dc.contributor.authorRodda, Simone N
dc.contributor.authorThornton, Louise
dc.contributor.authorGainsbury, Sally M
dc.date.accessioned2026-10-21T04:09:43Z
dc.date.issued2026-08-07
dc.description.abstractBACKGROUND: Gambling consumers show low uptake and engagement with tools designed to support safer gambling practices and reduce the risk of experiencing gambling-related harms. We used co-design principles to design and develop a digital tool for safer gambling ('BetWell') to overcome known barriers to tool uptake, including a focus on gambling problems. BetWell aims to increase awareness of personal gambling expenditure and knowledge of how gambling products function to support informed decision-making about gambling. It was designed based on behavioural change theories and presents a personalised amalgamation of gambling expenditure relative to alternative spend options, and psychoeducational information via a quiz. OBJECTIVE: This exploratory study assessed the perceived acceptability and usefulness of the newly designed digital tool and gathered end-user feedback to improve future prototypes. The study explored whether usability, gambling severity, financial wellbeing, gambling frequency, spend tracking, activity statement use, and the number of accounts held impacted acceptability and perceived usefulness, and the extent to which these factors independently predicted acceptability and perceived usefulness when controlling for life satisfaction, gambling satisfaction, and demographic variables. METHODS: This cross-sectional study recruited 140 gambling consumers (M=41.3, SD=10.9 years) via the market research panel CRNRSTONE. Participants accessed and engaged with BetWell and completed an online survey to share their perceptions towards the tool. RESULTS: The overall acceptability (M=32/40, SD=5.2) and perceived usefulness (M=20/25, SD=3.9) of the tool were considered 'good' and 'useful', respectively by participants. Individuals with higher gambling severity scores were more likely to perceive the tool as useful than those of the lower risk categories. Individuals with higher financial wellbeing were more likely to perceive the tool as useful and acceptable compared to those in lower financial wellbeing categories. Higher usability scores corresponded with higher tool acceptability. Previous efforts to monitor and track gambling spend was associated with acceptability and perceived usefulness. Gambling frequency and the number of gambling accounts held were not related to acceptability and perceived usefulness. Qualitative feedback included participant identified suggestions for improvements such as a need for interactive elements, a more detailed view of gambling expenditure, automation of activity statement upload functionality, more challenging and positively framed quiz content, and an emphasis on data security. CONCLUSIONS: The study provides preliminary support for the acceptability and perceived usefulness of a newly developed tool to increase awareness of gambling expenditure and knowledge on how gambling products function, providing directions for future improvements to the tool.
dc.identifier.citationJMIR Formative Research, ISSN: 2561-326X (Print); 2561-326X (Online), JMIR Publications, 10, e101430-. doi: 10.2196/101430
dc.identifier.doi10.2196/101430
dc.identifier.issn2561-326X
dc.identifier.issn2561-326X
dc.identifier.urihttp://hdl.handle.net/10292/22200
dc.languageeng
dc.publisherJMIR Publications
dc.relation.urihttps://formative.jmir.org/2026/1/e101430
dc.rights© Dilushi Chandrakumar, Simone N Rodda, Louise Thornton, Sally M Gainsbury. Originally published in JMIR Formative Research (https://formative.jmir.org), 7.Aug.2026. This is an open-access article.
dc.rights.accessrightsOpenAccess
dc.rights.licenseCreative Commons Attribution License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectacceptability
dc.subjectdigital tool
dc.subjectgambling
dc.subjectharm minimization
dc.subjectinformed decision-making
dc.subject4203 Health Services and Systems
dc.subject42 Health Sciences
dc.subjectClinical Research
dc.subjectBehavioral and Social Science
dc.subject32 Biomedical and clinical sciences
dc.subject42 Health sciences
dc.subject.meshHumans
dc.subject.meshGambling
dc.subject.meshCross-Sectional Studies
dc.subject.meshFemale
dc.subject.meshMale
dc.subject.meshAdult
dc.subject.meshMiddle Aged
dc.subject.meshSurveys and Questionnaires
dc.subject.meshHarm Reduction
dc.subject.meshPerception
dc.subject.meshDigital Media
dc.subject.meshHumans
dc.subject.meshCross-Sectional Studies
dc.subject.meshHarm Reduction
dc.subject.meshGambling
dc.subject.meshPerception
dc.subject.meshAdult
dc.subject.meshMiddle Aged
dc.subject.meshFemale
dc.subject.meshMale
dc.subject.meshSurveys and Questionnaires
dc.subject.meshDigital Media
dc.subject.meshHumans
dc.subject.meshGambling
dc.subject.meshCross-Sectional Studies
dc.subject.meshFemale
dc.subject.meshMale
dc.subject.meshAdult
dc.subject.meshMiddle Aged
dc.subject.meshSurveys and Questionnaires
dc.subject.meshHarm Reduction
dc.subject.meshPerception
dc.subject.meshDigital Media
dc.titleAcceptability and Perceived Usefulness of a Digital Gambling Harm Minimisation Tool: A Cross-Sectional Study
dc.typeJournal Article
pubs.elements-id767377

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