Behavioural addiction- Phillip Flashcards

1
Q

lecture 1- BA historical cultural differences in gambling practices

A

Binde (2005)

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2
Q

L1- BA lived experience of gambling related harm in natural language qualitative study “gambling might be the only way out of this hole gambling has got me into” “hope” is a main recurring theme

A

van baal et al (2024)-

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3
Q

L1- BA supersition in pigeons- random reward schedule results in supersitious behaviour e.g. flapping my wings 3 times in a circle will result in a treat

A

skinner ( 1948)

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4
Q

L1-BA: football betting, not commonly big pay offs so gambling companies create bets on multiple contingencies e.g. messi to score before half time, suarez to get a red card, haaland to get an assist, all events may be likely but combined its not super likely and that big pay off is so alluring

A

newall ( 2015)

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5
Q

L1 BA- when a rat is rewarded for running with food, it will run to the point where its burning more than its consuming. same with gamblers then they will bet money until they’re burning more than they’re gaining

A

skinner (1963)

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6
Q

L1- BA: historical overview of pathological gambling, began with a highly buttoned up Christian take on immoral low life weakness, someone brings freud into it obviously→ argues losing is an unconscious freudian desire to lose ( bc mommy didnt love me enough), nowdays its conceptualised within an addiction framework and thought of as an illness to be treated ( e.g. gamblers anonymous) but now its moved into the general population and is considered a public health issue not just the broken people who cant get off the slot machines

A

Lesiuer (1984)

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7
Q

L1 BA- leaning on statitsical explanation and arguing for long run statistical outcomes, taking the emotion out of the random immediate outcomes and looking at it in a bigger picture

A

sklansky ( 1999)

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8
Q

professional elite level gamblers, found that sucessfull players are more likely to remove emotions from the equation and doesnt want to bring that home to partner

A

newall ( 2023)

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9
Q

2- co morbidity of gambling// substance dependencies

A

Lorrains et al. 2011- just under half of treatment seeking gamblers meet the diagnostic criteria of substance addiction. most commonly alcohol 85.6%

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10
Q

2- co morbidity of behavioral addiction

A

Tang et al ( 2020)- found just under half of treatment seeking gamblers ( 45%) meet the diagnostic criteria for behavioural addictions e.g. shopping/ binge eating. and co morbidity leads to even higher levels of psychological harm

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11
Q

2-
overview of loot boxes and gambling

A

Newall ( 2023)- found loot boxes are similar to gambling in a number of ways but they are ultimately different and should be treated as its own unique theory. most significantly statistical expectations are different as video game companies create rare rewards to encourage people to buy as many as possible. so they could just make them more common

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12
Q

2-gamblers and iowa gambling tasks

A

brevers et al 2013- gamblers are shit at iowa gambling tasks because the big wins excitement signals mess up any other regulation systems

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13
Q

2- tilt in poker players

A

browne ( 1989)

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14
Q

2- urges due to stimuli in both CD and PG

A

Kober et al 2015 found in fmri that showing videos relating to gambling significantly increased urges compared to cocaine/ sad videos ( roughly 6.8) compared to 1.5 in sad videos// same with CD patients, cocaine videos sig increased their urges by over 3 on a ten point scale. brain scanning revealed increased activation in the posterior insula

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15
Q

2- cravings in gambling disorders

A

clark et al ( 2017) found that withdrawals function similarly with gambling addicts where they experience cravings/ compulsions to gamble

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16
Q

3- who made up/ put forward the big win model

A

custer et al ( 1985)

17
Q

3- evidence for big win theory

A

turner ( 2006) -> found supporting evidence that in pathological gamblers, more won first time compared to social gamblers who dont experience harm

18
Q

3- limitation of using self report evidence from gamblers

A

heirene et al ( 2022) -> found consistent gamblers were more often inaccurate in their judgements of how much theyve gambled

19
Q

3- 3 pathways model

A

blaszczynski and nower ( 2002) → argued that people can become addicted to gambling through 3 distinct pathways ( behaviourally conditioned, emotionally vulnerable and biologically vulnerable)

20
Q

3- evidence for emotional vunerability pathway

A

scherrer et al 2007 → childhood trauma could be associated with gambing addiction

21
Q

3- evidence for biological vulnerability pathway

A

theule et al (2016) → link between ADHD and gambling

22
Q

4) supernormal stimuli

A

Barret 2010-
supernormal stimuli- electronic gambling is a supernormal stimuli, we are not supposed to be as addicted to it as we are

23
Q

4) comparison between treatment seeking and esport playing gamers

A

Karhulahti et al ( 2022)- comparing treatment seeking and hobby video gamers. identifies that treatment seekers struggle to find balance when playing video games and keeping control over time spent/ compared to hobby gamer who fits gaming around other life commitments

24
Q

4) comparitve harms of online gaming/ gambling

A
  • Delfabbro et al ( 2021)- harm severity in internet gaming disorder, those addicted to playing video games experience harm but less severe e.g. neglecting exercise
25
Q

4) longtitudinal study looking at loot boxes and gambling

A
  • brooks & Clarke ( 2023)-
  • FOUND:
    Loot box use predicted gambling initiation six-months later.
    Loot boxes were a stronger predictor of gambling than non-randomized microtransactions.
    Erroneous gambling beliefs predicted initiation of loot box use six-months later.
    Gamblers spent more on loot boxes and other microtransactions than non-gamblers.
26
Q

4) porn addiction

A
  • de alarcon ( 2019)
    FOUND:
  • HARMS: higher rates of erectile dsyfunction in young people linked to higher % of online pornography consumption
  • less harm for women
  • body image issues
  • diminished sexual satisfaction
  • desensitisation
  • higher likelihood to pay for sex
27
Q

4) behavioural/ substance addiction debates with food addicitons

A

schulte et al ( 2017)-
FOUND:
Overall, the current state of the literature suggests that the
substance-based food-addiction perspective, rather than eating as a
behavioral addiction, most appropriately reflects the interaction
between an individual’s propensity for addiction, behavioral patterns of engagement that elevate addictive potential, and the
possible role of high-fat, high-sugar foods to trigger and perpetuate
the addictive-like phenotype.

28
Q

4) cryptocurrency as a form of gambling

A

-Andrade and Newall ( 2023)
FOUND:
enable high-frequency, compulsive trading like gambling
Behavioural similarities to gamblers: loss-chasing, impulsivity
Cryptocasinos are unregulated, easily accessed, and advertised in sports
Risks include: fraud, scams, market manipulation, underage access
Social media hype distorts perceived risk
NFTs & P2E games also show speculative, gambling-like traits
Lack of regulation + anonymity increases harm
Policy challenges: need for ad restrictions, financial education, new regulation
More research needed to guide regulation and compare crypto-trading vs gambling behaviours

29
Q

4) latest perspectives on gambling related harm

A

Wardle et al ( 2024)-
- gambling is becoming increasingly digital, more harmful than we previously thought, government action is needed urgently, international integration

30
Q

4) INDIVIDUAL VS. POPULATION LEVEL INTERVENTION

A

Rose ( 1985)-
FOUND:
its better to take a population approach to address the causative factors of a disease ( addiction) than a high risk approach that tackles vulnerable individuals

31
Q

3/4) evidence for loot boxes

A

Zendle & cairns, 2018
A large-scale survey of gamers (n = 7,422) found evidence for a link (η2 = 0.054) between the amount that gamers spent on loot boxes and the severity of their problem gambling. This link was stronger than a link between problem gambling and buying other in-game items with real-world money (η2 = 0.004), suggesting that the gambling-like features of loot boxes are specifically responsible for the observed relationship between problem gambling and spending on loot boxes.

32
Q

3/4) critical review of loot box research

A

Mcaffery, 2023
identified the following gaps in the research scape around loot boxes that need to be adressed before policy is informed:
- lacks conceptual foundations
- lacks policy related research
- Lack of evidence of serious, widespread, and
economically meaningful harm caused by loot boxes

33
Q

3) critques of the brain disease model

A

2017:
frederik rotgers- bioethical issues, takes away autonomy as the brain changes raises issue of paternalism
Reinout Weirs- at present, none of these claims has been proven beyond dispute.

34
Q

3) OGS of the brain disease addiction model (BDMA)

A

Koob and Volkrow ( 2010)

35
Q

2) neuroscientific evidence for role of dopamine

A

Bergh (1997)

36
Q

2) neuroscientific evidence for role of vmpfc

A

potenza ( 2013)