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The General Acceptability and Use of Smartphone App-Delivered Interventions for Gambling in Australia

aut.relation.endpage613
aut.relation.issue2
aut.relation.journalJournal of Gambling Studies
aut.relation.startpage593
aut.relation.volume41
dc.contributor.authorHawker, CO
dc.contributor.authorMerkouris, SS
dc.contributor.authorThomas, AC
dc.contributor.authorRodda, SN
dc.contributor.authorCowlishaw, S
dc.contributor.authorDowling, NA
dc.date.accessioned2025-06-27T02:31:22Z
dc.date.available2025-06-27T02:31:22Z
dc.date.issued2025-01-09
dc.description.abstractSmartphones can extend the reach of evidence-based gambling treatment services, yet the general acceptability of app-delivered gambling interventions remains unknown. This study examined the general acceptability and use of app-delivered gambling interventions, and predictors of both, among 173 Australian adults with a lifetime gambling problem (48.5% male, Mage = 46.4 years) recruited from an online panel. Overall, 55.5% of the sample had a positive attitude toward app-delivered gambling interventions, 8.1% had a neutral attitude, and 36.4% had a negative attitude. Furthermore, one in five participants (20.8%) reported using an app-delivered gambling intervention in their lifetime. Four dimensions of acceptability were examined, wherein 78.6% of participants endorsed confidence in the effectiveness of app-delivered gambling interventions and 66.5% perceived anonymity benefits, while 48.6% endorsed scepticism (e.g., potential to increase isolation) and 69.4% perceived technology-related threats (e.g., difficulty learning and applying app-based strategies). Positive predictors of acceptability and use included younger age, rural/regional residence, gambling expenditure, problem gambling severity, gambling harms, and use of professional support. Acceptability did not increase the likelihood of using app-delivered gambling interventions, however, which may suggest a translation gap. The findings support continued investment into the development and evaluation of app-delivered gambling interventions, with a focus on enhancing engagement and uptake. Uptake could be improved by promoting the effectiveness and anonymity of evidence-based app-delivered gambling interventions, particularly among receptive audiences (young people, rural/regional residents, those with greater problem gambling severity), while redressing scepticism and perceived technology-related threats among vulnerable subgroups (those with greater gambling expenditure and gambling-related harm).
dc.identifier.citationJournal of Gambling Studies, ISSN: 1050-5350 (Print); 1573-3602 (Online), Springer, 41(2), 593-613. doi: 10.1007/s10899-024-10373-9
dc.identifier.doi10.1007/s10899-024-10373-9
dc.identifier.issn1050-5350
dc.identifier.issn1573-3602
dc.identifier.urihttp://hdl.handle.net/10292/19402
dc.languageeng
dc.publisherSpringer
dc.relation.urihttps://link.springer.com/article/10.1007/s10899-024-10373-9
dc.rightsOpen Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
dc.rights.accessrightsOpenAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectAcceptability
dc.subjectApp
dc.subjectGambling
dc.subjectInternet
dc.subjectIntervention
dc.subjectSmartphone
dc.subjectAcceptability
dc.subjectApp
dc.subjectGambling
dc.subjectInternet
dc.subjectIntervention
dc.subjectSmartphone
dc.subject5203 Clinical and Health Psychology
dc.subject5205 Social and Personality Psychology
dc.subject52 Psychology
dc.subjectClinical Research
dc.subjectClinical Trials and Supportive Activities
dc.subject3.1 Primary prevention interventions to modify behaviours or promote wellbeing
dc.subject1506 Tourism
dc.subject1608 Sociology
dc.subject1701 Psychology
dc.subjectSubstance Abuse
dc.subject5203 Clinical and health psychology
dc.subject5205 Social and personality psychology
dc.subject.meshHumans
dc.subject.meshMale
dc.subject.meshGambling
dc.subject.meshFemale
dc.subject.meshMiddle Aged
dc.subject.meshAustralia
dc.subject.meshMobile Applications
dc.subject.meshAdult
dc.subject.meshPatient Acceptance of Health Care
dc.subject.meshSmartphone
dc.subject.meshHumans
dc.subject.meshGambling
dc.subject.meshAdult
dc.subject.meshMiddle Aged
dc.subject.meshPatient Acceptance of Health Care
dc.subject.meshAustralia
dc.subject.meshFemale
dc.subject.meshMale
dc.subject.meshMobile Applications
dc.subject.meshSmartphone
dc.subject.meshHumans
dc.subject.meshMale
dc.subject.meshGambling
dc.subject.meshFemale
dc.subject.meshMiddle Aged
dc.subject.meshAustralia
dc.subject.meshMobile Applications
dc.subject.meshAdult
dc.subject.meshPatient Acceptance of Health Care
dc.subject.meshSmartphone
dc.titleThe General Acceptability and Use of Smartphone App-Delivered Interventions for Gambling in Australia
dc.typeJournal Article
pubs.elements-id586704

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