Emerging issues and harm prevention Flashcards

1
Q

Supernormal stimuli

A

more extreme then found in natural environment
electronic gambling acts as this as they are faster more immersive lead to far higher losses

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2
Q

Behavioural addiction

A

Behaviour which is repetitive which people cannot stop despite harms that outweigh any benefits

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3
Q

Qual evidence for gaming as behavioural addiction

A

difference between treatment seekers and e sports players.
e sports players are able to balance

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4
Q

Gambling and gaming harms compared

A

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

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5
Q

Loot boxes

A

potential to spend large amounts of money with no legal minimum age
correlation between loot box expenditure with gambling harms

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6
Q

Hypersexuality and online pornography

A

clear potential for health and relationship harms
online pornography is accessible and immersive
low rates help-seeking make it hard to research

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7
Q

Food/eating

A

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

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8
Q

Cryptocurrency

A

provide gambling like lures of big potential wins
platforms are immersive but people loose money 9/10 times

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9
Q

Can addictions be positive

A

long distance running - dopamine in short term and wider benefits
poker players out for life

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10
Q

Public health model

A

models gambling policy after tobacco control
product and systems design
commercial practices and partnerships
shaping political and regulatory agendas
shaping public perceptions

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