Chapter 8 - Behavioural Addictions Flashcards

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1
Q

What is the most common behavioural addiction?

A

Social media addiction

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2
Q

What is pooled prevalence?

A

When data is pooled from multiple different studies instead of numerous primary sources. This saves time and money, and will allow for more generalizability. Primary studies are harder to generalize because we have less information, we can’t necessarily generalize it to the population.

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3
Q

Features of behavioural addictions

A
  • does NOT have direct neurotoxic effects resulting in cognitive impairment
  • no physical withdrawal (though psychological is often present)
  • behaviour-focused
  • psychological cravings
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4
Q

features of substance use disorders

A
  • physical dependence and withdrawal symptoms
  • overdose risk
  • involving a chemical substance
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5
Q

shared features between substance and behavioural addictions

A
  • response to treatment (evidence-based is good, abstinence-based isn’t for everyone, higher rates of dropout)
  • high rates of onset in adolescents/young adults
  • chronicity
  • natural recovery for many
  • cravings
  • tolerance
  • used to regulate mood
  • comorbidity common
  • shared neurobiological mechanisms (some debate around this, related to reward circuitry, magnitude of activity is different - more active w/ substance, but in behaviours less active)
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6
Q

What populations are gambling most common in?

A

males, divorced or single people, younger people, belonging to ethnic minority, unemployment, low income, being born abroad, lower levels of education

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7
Q

three pathways model of gambling definition

A

this model acknowledges the existence of different subtypes of gamblers and accounts for multiple influences on dev. of gambling behaviours

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8
Q

what are the 3 pathways model of gambling

A
  • behaviourally conditioned
  • emotionally vulnerable
  • antisocial/impulsive
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9
Q

behaviourally conditioned pathway of gambling

A
  • no pre-existing psychological problems
  • exposed to gambling environments, through conditioned learning they start gambling
  • most promising prognosis
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10
Q

emotionally vulnerable pathway of gambling

A
  • more likely to have ACEs, maladaptive coping
  • affective instability (big ups and downs of emotions)
  • gambling as negative reinforcement, regulate uncomfortable emotions
  • prefer games of chance (less skill, requires less thought)
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11
Q

antisocial/impulsive pathway of gambling

A
  • impulsive behavior, more likely to be easily bored, antisocial personality type, lack of self-regulation
  • difficult to treat
  • prefer games of skill (antisocial may be more competitive, more engaging and social, whereas games of luck are less social)
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12
Q

ecological validity

A

the extent to which the study represents real life
- ex: animal studies have lower eco validity because different from real life
- ex: make study replicate true casino - choice of lights, bar, lottery machines, etc

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13
Q

what are the two cognitive distortions in gambling disorder?

A
  • the illusion of control
  • the gambler’s fallacy
  • people also tend to exaggerate their wins and downplay losses
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14
Q

explain illusion of control

A
  • false belief that uncontrollable is somehow under one’s control (belief that level of skill is used in game of chance like coin toss)
  • ex: “I’m good at picking lottery numbers”
  • for gamblers this can also be applied in other every-day contexts
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15
Q

explain the gambler’s fallacy

A
  • belief that is something happens often in a given time period, then it will occur less often in immediate future, when it’s really just random chance
  • ex: “I’m due for a win!” (if coin toss keeps landing on heads, belief that it must land on tails soon)
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16
Q

2 types of impulsivity

A

1) choice impulsivity (decision making) - preferring sooner, smaller rewards, than delayed, larger rewards
2) response impulsivity (motor action) - inability to inhibit a motor response, which usually happens w/o consideration of consequences

17
Q

internet gaming disorder

A
  • shares symptoms w/ gambling, like physiological arousal
  • can be prone to same biases as gamblers when playing game of luck
  • adolescent problem gamers tend to show attentional bias for gaming cues and lower game-related response inhibition - this shows similarities to substance use and gambling disorders
18
Q

definition of shopping addiction/compulsive buying

A

an uncontrollable urge to purchase, often to relieve psychological distress
- NOT a diagnosable illness

19
Q

Lo & Harvey study findings of compulsive buyers

A
  • search behavior: compulsive shoppers make less-informed choices when buying
  • overspending
  • budget awareness
  • emotional impact: compulsive shoppers don’t feel guilty after overspending
  • reliance on credit card use
20
Q

psychological factors and triggers for compulsive buying

A

materialism and low self-esteem: display high levels of materialism, low self-esteem

emotional triggers: events like overspending do not negatively impact the mood of compulsive shoppers, showing tolerance or desensitization to financial consequences

21
Q

5 steps to creating new behavioural addiction

A

1) consider the targeted behaviour addictive a priori (come into study w/ idea, ex: tango dancing is addiction)
2) develop screening tool using substance use disorder criteria (having interest in tango dancing only)
3) use said tool to determine prevalence
4) conduct studies to see if risk factors may play a role (tango dancing associated to depression)
5) conduct studies to show that the processes involved in substance use and target beh are neurologically similar (put in MRI, show person videos of tango dancing, see which reward pathways become activated)

22
Q

concept creep

A

gradual expansion of psychology’s concepts of harm and pathology
- terms like addiction, trauma, mental disorder used more widely
- there are horizontal and vertical creeps

23
Q

horizontal creep

A

capturing qualitatively new concepts
- adding gambling disorder, binge eating disorder
- autism and Asperger’s combined into one spectrum (also a vertical creep)

24
Q

vertical creep

A

capturing less extreme forms
- substance use criteria for diagnosis is less, only need 2 symptoms when you used to need 3
- PTSD - can experience secondhand from hearing about something traumatic

25
Q

cons of expanding definitions of pathology

A
  • misinformation
  • more people unnecessarily categorized as having mental illness
  • longer wait times, greater demand for services
  • more comorbidity/complexity
  • greater chance of misdiagnosis
26
Q

pros for expanding definitions of pathology

A
  • increase accessibility for people who need diagnosis
  • increase knowledge about topic
  • increase peoples’ understanding of themselves
  • more knowledge about warning signs
  • access to treatment
  • better parenting, more awareness