Decision Points
Decision points are the points in time when a treatment decision is made (Carpenter et al.,
2020; Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). The identification of factors that signal states of vulnerability or opportunity for proximal outcomes can help to select decision points (Nahum-Shani et al.,
2015). Decision points can be made at pre-specified time intervals, at specific times of the day, at specific days of the week, or following random prompts for self-report data (Nahum-Shani et al.,
2014,
2018).
The extant theoretical and empirical evidence does not provide much insight into how we should expect our proximal outcomes to be temporally related over time. The frequency with which EMAs are delivered in previous JITAIs vary considerably, ranging from once per week up to five times per day (Heron & Smyth,
2010). Hence, we considered whether we expected the process leading to our distal outcomes (reduced gambling symptom severity in
GamblingLess: In-The-Moment and adherence to gambling expenditure limits in
Gambling Habit Hacker), would develop over hours, days, weeks, months, or years (Nahum-Shani et al.,
2015). For
GamblingLess: In-The-Moment, momentary changes in cognitive processes (craving intensity, self-efficacy, and positive outcome expectancies) can reasonably be expected to occur at any given minute, thereby potentially leading to immediate reactivity in the form of a gambling episode. Similarly, for
Gambling Habit Hacker, strength of intention, goal and urge self-efficacy, and whether an individual is in an internal or situational high-risk situation, can change quickly, thereby increasing risk for non-adherence to gambling expenditure limits. However, decision points at every minute require frequent assessments of these states of vulnerability to avoid missed opportunities for intervention provision. Moreover, our primary proximal outcomes (gambling episodes and non-adherence to expenditure limits) occur less frequently (Dowling et al.,
2020; Hawker et al.,
2020), suggesting that a less intensive EMA protocol may be required (Heron & Smyth,
2010; Kim et al.,
2019).
We therefore selected three decision points at random times during three pre-specified periods each day: 8:30am-11:00am (morning), 1:00pm-3:30pm (afternoon), and 5:30pm-8:00pm (evening). In making this decision, we attempted to balance the likelihood of obscuring important temporal patterns in the secondary proximal outcomes with the degree of assessment burden, cognitive overload, potential reactance, and risk of premature treatment dropout posed by too frequent EMAs (Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). We also considered participant availability and states of receptivity, despite the fact that we may miss important opportunities for support by excluding night-time decision points (Klasnja et al.,
2015; Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). The use of semi-random EMA prompts across each day will allow us to examine the degree to which the timing of intervention delivery influences intervention efficacy and engagement. Moreover, an evaluation of the frequency and timing of the decision points in the acceptability evaluations will inform the limited information we have in relation to how our proximal outcomes change over time.
Intervention Options
At any of our given decision points, intervention options are the range of potential treatments that may be employed based on our tailoring variables and decision rules (see below) (Carpenter et al.,
2020; Goldstein et al.,
2017; Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). These can include different types of support (e.g., psychoeducation, feedback, reminders, tips, motivational messages, self-monitoring, goal-setting, planning behaviour, glanceable displays, coping skills training), support delivery modes (e.g., provision or availability of support), amount of support (e.g., dose or intensity), or support delivery media (e.g., phone calls, text messages) (Bakker et al.,
2016; Goldstein et al.,
2017; Heron and Smyth,
2010; Kim et al.,
2019; Klasnja & Pratt,
2012; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). These intervention options, which should be designed for just-in-time delivery (i.e., precisely when people are in states of vulnerability or opportunity), are sometimes referred to as
EMIs (Heron & Smyth,
2010; Nahum-Shani et al.,
2014,
2018). These intervention options, which often target proximal outcomes, should be theoretically- and empirically-driven (Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018).
The intervention options in
GamblingLess: In-The-Moment were designed to target the cognitive processes which signal a state of cognitive vulnerability (cravings, lowered self-efficacy, and endorsement of positive outcome expectancies; secondary proximal outcomes) that increase the probability of a subsequent gambling episode (primary proximal outcome). The JITAI comprises 53 activities spanning three separate intervention modules: (1)
Curbing Cravings (comprising ten craving management activities); (2)
Tackling Triggers (comprising 25 activities to enhance self-efficacy in five high-risk situations: financial pressures, unpleasant emotions, social pressure to gamble, testing control over gambling, and conflict with others); and (3)
Exploring Expectancies (comprising 18 activities to reduce positive outcome expectancies organised into three groups: excitement, escape, and money). Most intervention activities take less than five minutes to complete, consistent with the
GamblingLess: Curb Your Urge pilot JITAI (Hawker et al.,
2021; Merkouris et al.,
2020). The relapse prevention model informed the development of intervention options (Larimer et al.,
1999; Marlatt & Gordon,
1985; Witkiewitz & Marlatt,
2004), as well as acceptability feedback from the
GamblingLess research program (Dowling et al.,
2018,
2021; Hawker et al.,
2021; Humphrey et al.,
2020; Humphrey et al.,
2022; Merkouris et al.,
2020; Merkouris et al.,
2017; Rodda et al.,
2019). Hence, the strategies are primarily cognitive and behavioural strategies that focus on the immediate determinants of relapse, but include third wave approaches, including mindfulness-based and acceptance-based strategies (Larimer et al.,
1999; Marlatt & Gordon,
1985; Marlatt & Witkiewitz,
2005; Witkiewitz & Marlatt,
2004). Cognitive-behavioural treatments are considered to be the gold standard intervention for gambling problems (Cowlishaw et al.,
2012; Gooding & Tarrier,
2009; Goslar et al.,
2017), with an emerging literature supporting the efficacy of mindfulness-based interventions (de Lisle et al.,
2012; Maynard et al.,
2018).
Consistent with the HAPA model (Schwarzer & Luszczynska,
2008), the intervention options for
Gambling Habit Hacker were developed to target the cognitive and behavioural processes which signal states of goal vulnerability (low strength of intention, low goal self-efficacy, low urge self-efficacy, and high-risk situations; secondary proximal outcomes) for spending more than intended (primary proximal outcome). Prior research has identified multiple categories of self-enactable strategies gamblers use to adhere to their gambling limits (Hing et al.,
2019; Rodda, K. L. Bagot et al.,
2018; Rodda et al.,
2019a,
b), but that several factors, such as a failure to select fit-for-purpose strategies, an inability to sustain strategy use, shifting priorities, and using conflicting strategies, can influence strategy success (Rodda et al.,
2017). Goal setting, action planning, coping planning, and self-monitoring were therefore selected as the intervention components for
Gambling Habit Hacker to bridge the gap between intention and behaviour. This JITAI comprises 120 individual strategies (e.g., eat healthy) across 25 higher order strategy groups (e.g., support good health), which were further organised into 10 higher order behaviour change categories (avoidance, financial management, maintaining momentum, managing emotions, rewards, substitution activities, social support, staying in control while gambling, stress management, and urge management) to facilitate comparison with the broader evidence base (Michie et al.,
2013; Rodda et al.,
2018a,
c,
d).
In the action planning stage, individuals are prompted to select a tailored strategy group based on their responses to the tailoring variables, followed by a relevant strategy accompanied by implementation information drawn from lived experience research and prompts for personalising each specific strategy. Individuals are then prompted to record a personally tailored-action plan in an open text field. In the coping planning component, individuals are prompted to identify the main proximal barrier to the successful implementation of their action plan (thoughts, emotions, motivation, situation, self-belief, financial, and social), describe the details of the barrier that was selected in an open-text box, and record a detailed plan for this implementation barrier (Armitage,
2009). Finally, participants are encouraged to participate in commitment and self-efficacy activities focused on strength of character and mental rehearsal of the plan (Hamilton et al.,
2019; Knäuper et al.,
2009). We undertook extensive work to adapt all behaviour change strategies for in-the-moment delivery. For example, individuals selecting self-exclusion were prompted to engage in the next step required to implement this strategy (e.g., download the application form). Similarly, coping planning, which is usually undertaken ahead of time (Sniehotta et al.,
2005), is prompted in real time by requesting individuals to consider immediate action to address the identified barrier. The intervention activities across the action and coping planning components take between 5 and 10 min to complete.
Importantly, both apps include a
Get More Support feature, which enables click-to-call and click-to-email functions to helpline and web-based specialist gambling services. These direct linkages into other gambling treatment services allow individuals to escalate the type of support they wish to receive, which includes immediate crisis support (Bakker et al.,
2016).
One of the biggest challenges when developing mHealth interventions is engagement with content and client attrition. Although mHealth interventions increase accessibility, they are characterised by high dropout levels and ‘non-usage attrition’ (unsustained engagement) (Attwood et al.,
2017; Milward et al.,
2018; Yardley et al.,
2016). Intervention engagement and intervention fatigue, which fluctuate over time, affect intervention adherence, retention, and effectiveness (Carpenter et al.,
2020; Kreyenbuhl et al.,
2009; Milward et al.,
2018; Nahum-Shani et al.,
2018). Receptivity is therefore emphasised in JITAI designs (Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2018). It is argued that the provision of support when individuals are not receptive is unhelpful and may even be deleterious by exacerbating intervention engagement and fatigue (Nahum-Shani et al.,
2018).
To increase user engagement and minimise intervention fatigue, we aimed to create simple, aesthetically pleasing designs, and varied the way in which content was delivered in terms of its presentation, form, and timing. For example, rather than repeatedly delivering the same intervention content, we encouraged autonomy by incorporating users’ intervention option preferences, whereby they drew from a menu of relevant intervention activities. Moreover, intervention options are intuitive and easy to navigate, with optimal challenge and interest levels. Text was written in non-judgemental, inclusive, simple, and hopeful language and we considered the literacy of intended users in determining sentence and paragraph length. In
GamblingLess: In-The-Moment, we incorporated intervention options that are interactive and gamified across multiple media platforms (video, audio, quizzes, personalised feedback, multiple-choice items, and open-ended items) and included a
Pick For Me feature on each module menu, whereby individuals could allow the app to randomly select an intervention activity from the menu. We also repeatedly delivered brief static psychoeducational messages via a
Did You Know? feature to reduce text. In
Gambling Habit Hacker, we provided space to develop customised plans and included quotes representing the lived experience of gamblers to enhance relatedness (Deci & Ryan,
2008; Ntoumanis et al.,
2021; Sheeran et al.,
2020).
It was also important to consider the ethics of providing interventions in real-life settings in terms of confidentiality, privacy, safety and general welfare of the individual. For this reason, both apps include a “provide nothing” option in the form of a “snooze” function, for use in situations in which the individual does not require support or is unreceptive (e.g., ignores the EMA prompt), or when providing support may be inconvenient, unethical, or unsafe (Klasnja et al.,
2015; Nahum-Shani et al.,
2015; Nahum-Shani et al.,
2014; Nahum-Shani et al.,
2018). Individuals can complete an EMA within a two-hour window after the initial notification to preserve the momentary nature of the treatment while accommodating the potential for their possible unavailability at the initial notification time (Goldstein et al.,
2017; Klasnja et al.,
2015). We will therefore estimate the influence of the intervention on the proximal outcomes among people who are available for treatment at any given decision point (Klasnja et al.,
2015). Moreover, for
GamblingLess: In-The-Moment, we included an indication of the modality of each activity on each menu (e.g., text, video, interactive, audio, or text and image) so individuals can make an informed decision regarding appropriate intervention activities in their current situation. For
Gambling Habit Hacker, intervention content was presented for a range of contexts and situations, including preparing for a gambling session through to gambling in a venue.