Lecture 17 Gambling Flashcards

1
Q

definition of non-substance bahavioural addiction

A

Repetitive persistent behaviours resulting in significant harm or distress that causes functional impairment

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2
Q

changes in DSM-5

A
  1. Introduced a new category:
    • Substance-related and addictive behaviours.
    • Non-substance-related disorder
  2. Reclassified pathological gambling as gambling disorder
  3. 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
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3
Q

DSM-5 non substance related disorders

A

Criterion A: 4+

  1. Preoccupation (psychological dependence)
  2. Increased amount gambled (tolerance)
  3. Irritability/restlessness on cessation (withdrawal)
  4. Escape from stress (negative reinforcement & motivation)
  5. Chasing losses (erroneous & distorted cognitions)
  6. Lying
  7. Repeated failure to cease (impaired control)
  8. Illegal acts
  9. Risked significant relationships
  10. Bailout
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4
Q

Confirmatory three step approach

A
  1. Anecdotal observations consider behaviour a priori as addictive
  2. Screening instrument developed (often derived from criteria defining
    another disorder – substance use/gambling disorder
  3. 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)

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5
Q

definition of gambling

A

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

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6
Q

problem gambling vs pathological gambling

A

problem gambling: personal or social harm resulting from excessive gambling

pathological gambling: meeting DSM criteria

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7
Q

prevalence of gambling

A

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%

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8
Q

internet gaming disorder

A

– 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

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9
Q

young australians playing gambling-themed games

A

high school students:
13% played simulated games, 32% at least once

adolescents:
23% played social casino games, 22% played practice games

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10
Q

Features of games contributing to problems

A

– 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

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11
Q

CBT for gambling

A
  1. 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

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12
Q

decision to gamble

A
  • Cost/benefit analysis
  • Impulsivity (neural substrates/personality) •Personality needs (ego, narcissism)
  • Emotional escape
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13
Q

pathways model of pathological gambling

A

premise: pathological gamblers are not a homogenous population

3 subtypes with:

  • common phenomenology
  • differ in aetiological factors
  • differ in treatment requirements
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14
Q

3 pathways of gambling

A
  1. Symptoms are causal outcomes of gambling-related
    problems: Amenable to psycho-education, brief interventions & brief CBT
  2. Affective disturbances, poor coping skills, & substance use contribute to gambling (dissociation & escape)
  3. Deficits in reward pathways (dopaminergic) & impulsive: Psychopharmacology & intensive interventions
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15
Q

pathway 1

A

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

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16
Q

pathway 2

A

– Comorbid conditions: Anxiety, depression, lack of social support, gambling used as means of emotional escape
– Motivation: gambling with money, not for money: prolong sessions to allow continued emotional escape
– Poor stress-coping & problem-solving strategies

17
Q

pathway 3

A

– Age: early onset problem gambling
– Early history of family instability, abuse/neglect
– Gambling reflects one of many maladaptive behaviours
– High levels of impulsivity, anti-social behaviour
– Poorer performance at school (inattentive, disruptive)
– Involvement in activities with high degree of stimulation
– Substance abuse –drugs & alcohol & broad spectrum of criminal behaviours