• Project
  • Underway

Gamble Game – Board games training to prevent problematic gambling practices

Stefania Guasco - Clinical psychologist

Stefania Guasco Clinical psychologist

Stefania Guasco is Director of the Digital Clinical Psychology Unit of ASL1 (health system in the Liguria region). She has clinical experience in the field of development and teaches general psychology at the University of Genoa’s nursing program. She is also interested in the use of new digital technologies in the field of mental health.

  • Project start date :
    2024/05/01
  • Status :
    Underway
  • Research organization :
    ASL1, Mercatorum University, L’Ancora
  • Team :
    Dr Enrico Oliva (ASL1), Dr Paola Cardilani (Mercatorum University) and Fabio Boero (L’Ancora)

In 2023, Game in Lab selected Stefania Guasco’s project to assess the potential of board games to prevent problematic gambling practices among teenagers. The project is conducted in a school setting and aims to develop awareness of the risks associated with gambling, by raising awareness of the emotions that motivate risky behaviors and by proposing conscious and responsible gaming models.

Project overview

In 2021, 42% of teenagers in Italy gambled, with 9% of them developing problematic gambling practices having negative socio-emotional and relational consequences. Conversely, playing board games can have beneficial effects for certain health-related behaviors, such as quitting smoking. Therefore, this research project aims to develop and evaluate the use of board games in schools to prevent gambling. It aims to raise awareness among adolescents, develop their critical thinking skills and offer them positive alternatives that contribute to healthier behaviors. 

Gamble Game – Board games training to prevent problematic gambling practices

Methodology

The protocol is based on a pre/post-test methodology. Adolescents are divided into two groups: one undergoes an awareness intervention using board games (with three game sessions to work on collaboration, probabilities and risk-taking, self-control, etc.), and the other is a control group. The adolescents answer questionnaires on their behaviors and attitudes toward gambling, both before and after the intervention. Five focus groups are also organized to better understand the transformation processes related to the training. 

Outcomes

The research project is ongoing. The results will establish whether board games are effective in preventing problematic gambling behaviors in adolescents, offering health professionals an attractive approach to promote positive and healthy behaviors. 

Discover more projects supported by Game in Lab

    • Project
    • Underway


    A Board Game-Based Methodology for Interprofessional Medical Education

    In 2026, Game in Lab selected Dr. Joshua Juvrud's project to explore the potential of a board game as a novel training and research methodology for interprofessional medical education, with a particular focus on preparing healthcare teams for complex crises.
    • Project
    • Underway


    Roll for Initiative: Exploring the Use of TTRPGs in Social Care Settings

    Tabletop role-playing games are experiencing rapid growth and are increasingly attracting the interest of researchers and social care professionals. Beyond entertainment, they offer unique opportunities to foster engagement, creativity, and social interaction. This project builds on this momentum by exploring how these games can be used in a structured way within educational and therapeutic contexts.
    • Project
    • Underway


    CLEVER - Cognitive Load and Ergonomic Visual Evaluation in Research

    The CLEVER project addresses a major gap in board game design: the lack of clear, scientific standards for visual and cognitive ergonomics. By studying how elements like typography, icons, and layout affect players’ understanding and experience, it aims to make games more accessible, intuitive, and enjoyable for a wider audience. Ultimately, the project seeks to better understand how game design shapes the pleasures and inclusivity of play.
Cookie Preferences