Lecture 17 Gambling Flashcards
definition of non-substance bahavioural addiction
Repetitive persistent behaviours resulting in significant harm or distress that causes functional impairment
changes in DSM-5
- Introduced a new category:
• Substance-related and addictive behaviours.
• Non-substance-related disorder - Reclassified pathological gambling as gambling disorder
- Internet Gaming Disorder included in Section III (Conditions for Further Study)
- Behavioural similarities to substance use disorders
- Has significant public health implications
- Internet gaming recognised by Chinese government as a disorder with policies & treatment services provided
DSM-5 non substance related disorders
Criterion A: 4+
- Preoccupation (psychological dependence)
- Increased amount gambled (tolerance)
- Irritability/restlessness on cessation (withdrawal)
- Escape from stress (negative reinforcement & motivation)
- Chasing losses (erroneous & distorted cognitions)
- Lying
- Repeated failure to cease (impaired control)
- Illegal acts
- Risked significant relationships
- Bailout
Confirmatory three step approach
- Anecdotal observations consider behaviour a priori as addictive
- Screening instrument developed (often derived from criteria defining
another disorder – substance use/gambling disorder - Identify risk factors known to play a role in the development and maintenance of substance use/gambling disorders (impulsivity, attentional biases)
ignores:
1. functional impairment
2. stability of dysfunctional behaviour (evidence that behaviours are transient and context specific)
definition of gambling
Risking item of value on outcome of events determined by chance for personal gain
• Electronic gaming machines: Pokies/slots, poker, blackjack, keno, roulette
• Numbers: Lottery, lotto, scratch-cards
• Wagering: Horses, dogs, sports
all gambling involves risk-taking
problem gambling vs pathological gambling
problem gambling: personal or social harm resulting from excessive gambling
pathological gambling: meeting DSM criteria
prevalence of gambling
60-85% of general population
past year pathological gambling prevalence: 0.2% in norway & UK, 5.3% in HK
in USA: 0.4-1.1% pathological, 1-2% problem gambler
adolescence:
3-14%
among gaming venue patrons:
15-25%
internet gaming disorder
– Not just a social phenomenon in countries with extensive Internet access
– A potential psychiatric disorder disorder
– Prevalence rates in adolescents range from 0.8 to 26.7%
– Above 10% in adolescents in South Korea, China, Taiwan, Hong Kong, & Singapore
– Associated with impairment in cognition, psycho-social relationships, & daily life
– Gambling-like features risk factor/gateway to gambling through social media
young australians playing gambling-themed games
high school students:
13% played simulated games, 32% at least once
adolescents:
23% played social casino games, 22% played practice games
Features of games contributing to problems
– Structure of game: Breaks in play & in-App purchases
– Accessibility on multiple platforms
– Psychological: Depression, social anxiety, ADHD, impulsivity, sensation-seeking
– Anonymity & capacity to play unsupervised
– Poor age verification
– Multiple pay options
CBT for gambling
- cognitive component: erroneous beliefs about gambling are maintained & reinforced through biased interpretation of gambling outcomes
intervention focus on identifying and correcting cognitive distortions • Illusions of control • Gambler’s fallacy • Biased evaluation • Mutual independence • Probabilities • Illusory correlations (superstitions)
2.Behavioural component:
learnt maladaptive behaviour caused by early experiences and prevailing reinforcement schedules
intervention: classical and operant conditioning techniques to reduce arousal associated with gambling
e. g. positive reinforcement of alternative behaviors, stimulus control, behavioural counseling & avoidance of trigger
decision to gamble
- Cost/benefit analysis
- Impulsivity (neural substrates/personality) •Personality needs (ego, narcissism)
- Emotional escape
pathways model of pathological gambling
premise: pathological gamblers are not a homogenous population
3 subtypes with:
- common phenomenology
- differ in aetiological factors
- differ in treatment requirements
3 pathways of gambling
- Symptoms are causal outcomes of gambling-related
problems: Amenable to psycho-education, brief interventions & brief CBT - Affective disturbances, poor coping skills, & substance use contribute to gambling (dissociation & escape)
- Deficits in reward pathways (dopaminergic) & impulsive: Psychopharmacology & intensive interventions
pathway 1
Demographics:
– Motivation to generate excitement, winning
– Briefer history of excessive gambling
– Childhood & family stability
Psychopathology
– Absence of psychopathology
– Depression/ anxiety: secondary to problem gambling
– Substance abuse minimal: onset after gambling problems