B3- Non-substance-related addiction Flashcards

You may prefer our related Brainscape-certified flashcards:
1
Q

Gambling addiction

A
  • Cognitive approach
  • Learning approach
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2
Q

Shopping addiction

A
  • Learning approach
  • Cognitive approach
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3
Q

Non-substance-related addiction

A

Each addiction consists of:
- initiation
- maintenance
- relapse

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4
Q

Initiation

A

why people begin an addiction

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5
Q

Maintenance

A

why people continue in their addiction

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6
Q

Relapse

A

why people go back to their addiction after trying to quit

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7
Q

Gambling
- Cognitive

A

Initiation
- cost benefit analysis

Maintenance
- irrational thoughts
- cognitive bias
- illusion of control

Relapse
- recall bias

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8
Q

Cost- benefit analysis
(initiation)

A

potential costs =
financial costs + anxiety

potential benefits =
enjoyment + financial gain

If a person expects benefits to outweigh costs, they’re likely to gamble

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9
Q

Irrational thoughts
(maintenance)

A
  • thoughts are not rational because our cognition can be distorted
  • addicted gamblers are guided by irrational thoughts about probability chance and luck
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10
Q

Gamblers Fallacy
(maintenance)

A

mistaken belief that if something happens more frequently in a given time, it will happen less frequently in the future

e.g.
five heads tossed in a row predicts a tail will be next

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11
Q

Cognitive bias
(maintenance)

A

‘near miss’ bias
- instead of interpreting their loss as a loss they see it as a near miss which provides rewards that maintain gambling (tension + excitement)

  • an addicted gamblers thinking is biased towards perceiving favourable outcomes
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12
Q

Illusion of control
(maintenance)

A
  • a gambler may believe they can influence a gambling outcome
  • superstitious behaviour:
    • lucky charms, clothes etc

others think they have special knowledge that makes them experts.

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13
Q

Recall Bias
(relapse)

A

an addicted gambler who quits is at risk of relapse because their memory is self-serving
- they recall wins and overestimate benefits
- they forget loss and underestimate costs

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14
Q

Evaluation
- strength

A

Practical application for effective treatments
- a study showed replacing a gamblers irrational thoughts with more rational ones can reduce gambling
- this suggests cognitive distorts underlie addicted gambling behaviour

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15
Q

Evaluation
- weakness

A

Problems explaining initiation + maintenance
- many people have irrational thoughts about gambling but few ever start
- cognitive factors are’nt enough to explain why people start and continue gambling

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16
Q

Gambling
- learning approach

A

Initiation
- social learning
- classical conditioning
Maintenance
- positive reinforcement
- negative reinforcement
- partial reinforcement
- variable reinforcement
Relapse
- cue reactivity

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17
Q

Social Learning
(initiation)

A

many begin gambling through vicarious reinforcement
- also indirect reinforcement through the media

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18
Q

Classical Conditioning
(initiation)

A

the 1st time a gambler enjoys intense external and internal stimuli they become associated with gambling activity

19
Q

Positive Reinforcement
(maintenance)

A
  • most gamblers experience a big win, this causes them to continue to try to recreate their win
  • near misses are built into gambling and reinforce the behaviour
20
Q

Negative reinforcement
(maintenance)

A
  • gambling can be an escape to avoid reality
  • the temporary relief from everyday anxiety reinforces gambling
21
Q

Partial reinforcement
(maintenance)

A

occurs when only some instances of a behaviour are rewarded

e.g fruit machines are programmed to pay out only on some bets, so only reinforced sometimes, makes gambler continue as they want to win next time

22
Q

Variable Reinforcement
(maintenance)

A

only a certain proportion of gambles are rewarded
- the gambler isn’t sure when they’ll win so they continue to gamble
- the payout is unpredictable, could be after 2 or 30 spins

23
Q

Cue reactivity
(relapse)

A

explains how gambling can be reinstated after gambler has quit
- they encounter many conditioned cues that cause arousal

e.g adverts, colourful scratchcards, noisy flashy casino, busy crowded gambling websites

24
Q

Evaluation
- strength

A

Research support
- HFG,LFG = high + low frequency gamblers
- HFG would place bets in the last 2 minutes to prolong their rewards, but LFG would just wait until the next round

25
Q

Evaluation
- weakness

A

Role of individual differences
- conditioning doesn’t occur in the same way in every gambler
- people gamble for different reasons, some can quit easily others cannot
- includes cognitive factors

26
Q

Shopping
- Learning approach

A

Initiation
- vicarious reinforcement
- celebrities
Maintenance
- positive reinforcement
- adrenaline
- negative reinforcement
Relapse
- cues
negative reinforcement

27
Q

Vicarious Reinforcement
(initiation)

A

observing a role model shopping and experiencing enjoyment triggers a desire for us to do the same

28
Q

Celebrities + advertisements
(initiation)

A

Identification with celebrities triggers us to be like them and buy a product they have

  • adverts suggest buying their products can bring us success, status etc
29
Q

Positive reinforcement
(maintenance)

A

shopping becomes addictive because of its rewarding effects
- friends many shop together to gain status
- features of shopping positively reinforce

30
Q

Adrenaline rush + rewards
(maintenance)

A

dopamine reward system motivates people to shop compulsively
- triggers a rewarding rush

31
Q

Negative Reinforcement
(maintenance)

A
  • people compulsively shop for relief from reality
  • after shopping they feel emptiness that they want to avoid
32
Q

Cue reactivity
(relapse)

A

the cues trigger the arousal that the shopper associates with their addiction and still crave
Shoppers are vulnerable to cues as they’re hard to avoid

33
Q

Negative Reinforcement
(relapse)

A
  • a recovering shopper experiences withdrawal symptoms that can be relieved by shopping
  • as relief is only temporary, it becomes a never ending cycle
34
Q

Evaluation
- strength

A

Gender differences
- women shop for clothes, men shop for tools + goods
- buying them attracts positive reinforcement from others
- operant conditioning plays a key role

35
Q

Evaluation
- weakness

A

Cognitive factors
- study showed positive reinforcement isn’t enough to explain shopping addiction, other factors such as cognitive must be considered

36
Q

Shopping
- Cognitive approach

A

Initiation
- relief from boredom
- psychological problems
Maintenance
- reduction of anxiety
- relief from boredom
Relapse
- withdrawal effects
- breakdown of coping startegies

37
Q

Relief from boredom
- initiation

A
  • easily accessible to relieve boredom
  • anyone can look around shops or websites
  • virtually free as anything can be returned
38
Q

Psychological problems
- initiation

A
  • relief from emotional distress and low self esteem can be associated with mental disorders
  • this can arise from childhood trauma
39
Q

Reduction of Anxiety
- maintenance

A
  • a compulsive shopper experiences anxiety when they consider the consequences (financial)
  • the anxiety is relieved by the shopper going out to shop again
    = counter-productive
40
Q

Relief from boredom
- maintenance

A
  • shoppers continue to shop as they’re still bored or need anxiety relief
  • once bought, anxiety comes back and they’re more anxious about hiding
  • the anxiety can be relieved by shopping again
    = destructive maintenance cycle
41
Q

Withdrawal effects
- relapse

A
  • a shopper who decides to quit will be vulnerable to feelings they were trying to relieve:
  • distress
  • boredom
  • loneliness
  • anxiety
42
Q

Breakdown of coping strategies
- relapse

A
  • the shopper must find a different way to deal with the underlying problems not the addiction
  • the shopping is a coping strategy to deal with effects of childhood trauma
43
Q

Evaluation
- strength

A

Link to mental disorders
- study showed most shoppers have anxiety and/or depression
- significant support for early trauma causing mental illness

44
Q

Evaluation
- weakness

A

Biological factors
- study showed parents with mental disorders create a dysfunctional home causing childhood trauma
- children with depression + addiction from genetics