explanation for gamily addiction - cognitive theory Flashcards

1
Q

define cognitive bias

A

A distortion of attention, memory and thinking. due to how we process information about the world
recall memories that enforce our existing views

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2
Q

what is essential to the initiation of gambling

A

expectations

we all have expectations about the future benefits and costs of our behaviour.

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3
Q

why do people start gambling

A

because they feel the benefit outwighs the cost

People with these distorted expectations are more likely to become addicted.

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4
Q

why do people continue to gamble

A

cognitive biases,
mistaken beliefs about luck.

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5
Q

what dose bias influence

A

how gamblers think about their behaviour,
what they do/do not pay attention to,
what they remember and forget.

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6
Q

what did rick wood et al do

A

classify cognitive biases into four categories:

1) Skill and judgement – gambling addicts have an illusion of control and overestimate their skill against chance.

2) Personal traits/ritual behaviours – addicts believe they are especially lucky or engage in superstitious behaviour.

3) Selective recall – gamblers remember their wins but ignore/forget their losses

4) Faulty perceptions – gamblers have distorted views of chance (e.g. belief that a losing streak cannot last).

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7
Q

what is self efficiency

A

the expectations we have about our ability to achieve a desired outcome, and is a key element in relapse.

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8
Q

why dose relapse happen

A

person may have a biased belief that they are not capable of abstaining permanently.

self-fulfilling prophecy

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9
Q

who investigates cognitive bias in gamblers

A

Griffiths (1994)

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10
Q

what was Griffiths procedure

A

used the ‘thinking aloud’ method to compare cognitive processes of regular slot machine gamblers and occasional users.

Content analysis was used to classify their utterances into rational or irrational

Interviews used to explore participants’ perceptions of the skill required to win.

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11
Q

what where Griffiths findings

A

regular gamblers = six times as many irrational verbalisations
prone to illusion of control
overestimated the skill required to win.

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