Level up: a game-based learning intervention to prevent problem gambling in adolescents
Active Project Grant Awarded Last action
- Award ID
- R43DA065369
- Recipient
-
Dfusion Inc. UEI F3QNTX1H4SL9
- Awarding agency
-
National Institute on Drug Abuse
National Institutes of Health, Department of Health and Human Services
- Obligated
- $304,907
Award facts
- Assistance listing
- 93.279 Drug Use and Addiction Research Programs
- Completion date 15% complete
- Place of performance
- Santa Cruz, CA 95066, USA
Award details come from USAspending.gov.
About this award
The National Institute on Drug Abuse awarded Dfusion Inc. $304,907 on September 1, 2026, under the Drug Use and Addiction Research Programs (CFDA 93.279) to develop and pilot-test a prototype of LEVEL UP, a game-based learning intervention designed to prevent problem gambling in adolescents.
The project addresses a documented public health gap: up to 12% of adolescents experience gambling-related problems, with prevalence rates 2–3 times higher than in adult populations. Gambling onset typically occurs around age 12, and earlier onset correlates with greater problem severity. Adolescent gambling is associated with financial issues, relationship problems, poorer mental and physical health, and adoption of other detrimental behaviors including alcohol consumption, substance abuse, risky driving, and delinquency. Despite the expansion of legalized and online gambling markets, few science-based prevention interventions currently exist for youth.
Dfusion Inc., a woman-owned small business based in Scotts Valley, California, will develop the LEVEL UP prototype and conduct initial pilot testing during the Phase I award period. The work is performed in Santa Cruz, California, with a period of performance from September 1, 2026, through August 31, 2027. This is a Project Grant assistance type, representing a Small Business Innovation Research (SBIR) Phase I award under NIDA's drug use and addiction research portfolio.
Description
- Abstract
- Level up: a game-based learning intervention to prevent problem gambling in adolescents gambling and problem gambling is a serious public health issue affecting adolescents and young adults across the united states. The U.S. Has seen a recent explosion in gambling behavior and an expansion of the gambling industry, including the legalization of and subsequent dramatic increase in sports betting. As sports betting increased, online gambling increased, and marketing/commercials included incentives that appealed directly to young people, gambling and problem gambling among adolescents also increased. Up to 12% of adolescents have gambling-related problems. Reported prevalence rates of problem gambling in adolescents are approximately 2-3 times higher than in adult populations. Gambling onset typically occurs during the adolescent years (average age 12) and earlier onset is associated with greater problem severity. Many adolescents who gamble experience serious and long-lasting consequences. Research has shown that adolescent gambling can lead to financial issues, relationship problems, and poorer mental and physical health. Adolescent gambling is also associated with the adoption of other detrimental health-related behaviors such as alcohol consumption, substance abuse, risky driving, and delinquent behaviors. Due to the potentially devastating consequences of youth gambling IT is essential that effective interventions exist to address and change gambling behaviors during adolescence, yet few exist. The explosion in youth gambling and problem youth gambling, along with a dearth of current science-based interventions have created a critical GAP in addressing this issue and the resulting consequential public health concern. This phase i project will address this GAP through the development and pilot testing of a prototype of level up: a game-based learning intervention to prevent problem gambling in adolescents. Level up is a theory-based science driven intervention for high school students. IT combines educator-facilitated instruction, digital simulations, educational game elements with stealth assessment, and group norm-building discussions to engage students in exploring gambling-related risk and protective factors, setting personal goals, and applying decision-making skills in realistic scenarios to support future well-being. The feasibility of level up will be established through the development of a prototype. Phase i work will include conducting formative research with students and educators, creating a complete content outline, developing a teacher guide, instructional material, and programming two game modules/simulations. The prototype will be subjected to UX testing a pilot test in two high schools. The pilot test outcomes will include increased knowledge of gambling risks, improved goal-setting confidence, and perceived personal relevance, along with usability, engagement, and acceptability of the intervention.
Quick answers
Who received award R43DA065369?
R43DA065369 was awarded to Dfusion Inc. by National Institute on Drug Abuse (National Institutes of Health) on September 1, 2026.
How much is award R43DA065369 worth?
$304,907 has been obligated on R43DA065369.
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