Emerging issues and harm prevention Flashcards
Supernormal stimuli
more extreme then found in natural environment
electronic gambling acts as this as they are faster more immersive lead to far higher losses
Behavioural addiction
Behaviour which is repetitive which people cannot stop despite harms that outweigh any benefits
Qual evidence for gaming as behavioural addiction
difference between treatment seekers and e sports players.
e sports players are able to balance
Gambling and gaming harms compared
Gambling harms - financial , psychological relationship , heath and work
gambling stronger association with more severe financial and work harms
gaming stronger association with less serve harms such as neglecting exercise
Loot boxes
potential to spend large amounts of money with no legal minimum age
correlation between loot box expenditure with gambling harms
Hypersexuality and online pornography
clear potential for health and relationship harms
online pornography is accessible and immersive
low rates help-seeking make it hard to research
Food/eating
mix between substance and behavioural
food- ultra-processed food act as supernormal stimuli
Eating - urges for food despite harm
recent co-occurrence of cheap calorific food and obesity suggest substance addiction model better
Cryptocurrency
provide gambling like lures of big potential wins
platforms are immersive but people loose money 9/10 times
Can addictions be positive
long distance running - dopamine in short term and wider benefits
poker players out for life
Public health model
models gambling policy after tobacco control
product and systems design
commercial practices and partnerships
shaping political and regulatory agendas
shaping public perceptions