Introduction to behavioural addiction Flashcards
Behavioural addiction
distress or interference which harms personal functions (behaviours other then use if dependence-producing substances)
position in DSM-5
Gambling only behavioural addiction listed
gaming listed as further research needed
Addiction hierarchy
understanding of one more established addiction can then be broaden to other addictions
Why study gambling
deep historical roots- talus bones early dice
transforms via technology- sped up, transport anywhere and new forms
study is theoretically pure
harms many people
Superstition
casually un-related behaviour linked to reward
Variable reinforcement (Skinner)
instead of providing 1 unit of reinforcement 100% of time desired behaviour is performed give 2 units 50% of time
can make behaviour more
Stretched reinforcement
larger rewards with smaller probabilities
Examples of stretched reinforcement in gambling
Lottery
football betting- create big rewards based on specific goals
Parable of the happy loser
assume sad when lose
rational gamble lost money but that’s okay
professional gamblers
Professional gamblers
Don’t care about results
only about statistical expectation
zero roulette - equal chance of colour so break even
one zero- lose 2.7%
two zero- lose 5.3%
So find bets with positive expected value
Links to decision making
rational theory
utility theory nothing to suggest winning due to skill or superstition
get carried away by wins and get too despondent with losses so take bad risks to get even (loss aversion and tilt)
car too much about random outcomes and too little about reflective thought.
How gambling been seen over time
Criminal/moral weakness - impure Christian
Unconscious Freudian desire to lose
Medical alcohol model - reuse concept of well known addiction model
impatient treatment for gambling
public health issue - continuum
Talking about gambling harm changed
Old> pathological / problem / disordered / compulsive
stigmatising
now > experiencing harm and risk of harm
Addiction narrower overtime
Addiction use to mean intensely involved with any activity
now must included harmful consequences
Addiction broader overtime
including non-substance behaviours
Addiction sceptics
Addiction involves voluntary and repeated decisions that have harmful consequences
but people believe too many things are being made to fit this criteria
Social media as an addiction
Provides benefits but social comparison and variable rewards may lead to harm
loot boxes
meet characteristics of gambling
loot box expenditure correlated with problem gambling severity index scores