Gambling Addiction - Learning Theory Flashcards

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1
Q

Vicarious reinforcement

A
  • this is the experience of seeing others being rewarded for their behaviour, specifically gambling
  • these rewards come in the form of pleasure, enjoyment and occasionally financial return
  • many people get into gambling through vicarious reinforcement
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2
Q

Vicarious reinforcement - direct observation

A
  • some may see people win big or get excited about gambling in person, which may influence their gambling behaviour
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3
Q

Vicarious reinforcement - media

A
  • others are influences to gamble by newspapers, magazines and other forms of media reporting positively on big lottery wins or other gambling
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4
Q

Direct positive reinforcement

A
  1. winning money, which makes someone want to continue to bet or wager in the hope of making more money
  2. thrill that comes from gambling
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5
Q

Direct negative reinforcement

A
  • some gamble to escape from the real world, as it offers a distraction to aversive stimuli such as the anxieties of everyday life
  • it is therefore negatively reinforced
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6
Q

Partial reinforcement

A
  • when B.F. Skinner conducted his experiments with pigeons and rats he used a continuous reinforcement schedule, which rewarded every desired response from the animals
  • however, this does not lead to the most engrained and persistent behaviours
  • a more effective schedule is a partial one, which creates the kind of persistent behaviour displayed in gambling
  • one type of partial reinforcement is variable reinforcement
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7
Q

Variable reinforcement

A
  • produces the most persistent learning out of all of the ways that behaviour can be reinforced intermittently
  • There is a level of unpredictability with variable reinforcement which makes it more exciting
  • gambling is an example of variable reinforcement, since playing on a slot machine, one won’t win every time but they also don’t know when they will
  • it takes longer for learning to be established but once it has been the addiction will be much more resistant to extinction
  • even if a gambler faces big losses, they will still gamble since they learn that they won’t win every time but eventually they will if they persist
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8
Q

Cue reactivity

A
  • this can explain how a behavioural addiction e.g. gambling can be maintained as well as reinstated after relapse
  • a number of secondary reinforcers will be present when someone is gambling, which are stimuli that also become reinforcing because of their association with pleasure
  • these stimuli could be e.g. the smell of the bookies, the colours of a scratch card, a particular advert on TV
  • these cues are everywhere the world, such as in the media, which means that it is difficult for the gambler to be able to avoid the,
  • these constant, low-level reminders build up and may result in relapse
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9
Q

(+) EVAL - research evidence

A
  • Dickerson (1979) looked at the behaviour of gamblers in the real world
  • he went to two bookies in Birmingham and found that high-frequency gamblers were consistently more likely to place their bets in the 2 minutes before the start of the race
  • in contrast low-frequency gambler would tend to place bets on the next race once to got to this point
  • this would prolong the rewarding excitement they felt
  • this is evidence for the role of positive reinforcement on gambling behaviour for those who gamble a lot
  • this study has ecological validity since it is done in a real life setting as opposed to in a lab
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10
Q

(-) EVAL - lack of explanatory power

A
  • Some types of gambling are easier to explain with learning theory that others
  • these include complete chance games, e.g. slots, in which the outcome of the bet comes right after the bet is made
  • this is a requirement for conditioning, that the two events occur very close together
  • therefore a more skill-based game, e.g. poker, which also has a significant delay between bet and result are harder to explain through conditioning
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11
Q

(-) EVAL - individual differences

A
  • Griffiths and Delfabbro (2001) argue that conditioning processes don’t occur in the same way for everyone
  • people’s response to the same stimuli may differ
  • motivations may also differ, with some gambling for relaxations, some for pleasure and others for financial gain
  • people also different in their susceptibility to cues
  • learning theory can therefore not solely explain all gambling addictions
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