Gambling Addiction - Learning Theory Flashcards
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
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
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
4
Q
Direct positive reinforcement
A
- winning money, which makes someone want to continue to bet or wager in the hope of making more money
- thrill that comes from gambling
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
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
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
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
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
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
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