Explanations for gambling addiction Flashcards

(6 cards)

1
Q

AO1: Learning theory as applied to gambling behaviour

A

The addiction is formed due to social learning theory. A gambling addiction can from due to observing a role model being rewarded for their gambling behaviour (VR). The reward could be the enjoyment in gambling or the occasional wins and the financial returns gained. The reward doesn’t have to be observed directly, as it could be observed through the media e.g. film, TV social media. For example hearing about someone win big on the lottery increasing the chance of someone gambling to gain the same reward.
The addiction can be maintained through operant conditioning. Gambling can provide positive reinforcements such as the rewards of winning money and the buzz excitement. Therefore the gambling behaviour will be reacted to gain the same reward. Gambling can provide negative reinforcements by providing distractions from everyday life e.g. negative feelings of anxiety. Therefore they will continue to gamble to avoid the negative consequence of anxiety.
If a person is rewarded every time which becomes predictable and boring so the individual is less likely to repeat the addictive behaviour and develop an addiction. Partial reinforcement is when the person is rewarded some of the times. this is unpredictable and exciting so increases the likelihood of repeating the gambling addiction and developing an addiction. Fixed rate is a type of partial reifnrocemnt when the behaviour is reinforced a predictable amount of times e.g. slot machine paying out every tenth time or five minutes. This doesn’t form an addiction. Variable reinforcement is a type of partial reinforcement where the behaviour is reinforced an unpredictable amount of times e.g. winning black jack at the 2nd then 7th than 5th time. This is more reinforcing as it is exciting and unpredictable. and therefore leads to stronger more persistent gambling.

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2
Q

AO3: RTS Griffiths and Parke - rewards

A

RTS the learning theory as an explanation for gambling addiction comes from Parke and Griffiths. They found that gamblers become more addicted to rewards associated with gambling such as excitement, money, thrill and near wins. These provide hope for suture successes. This supports LT as it shows positive reward and variable reinforcements make gambling highly additive due to the unpredictability of winning and associated excitement. Increasing validity.

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3
Q

AO3: Determinism

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A weakness is that it can be criticised for determinism. This is because it states that an individuals behaviour is due to external factors such as reinforcements which inevitable causes gambling addiction. For example if a person is rewarded for a behaviour by the feeling of euphoria or the accosting win they will gamble again to gain the same reward. This neglects the Rolf of free will and choice an individual has for example a person may not continue to gamble despite the buzz as they are aware of the negative financial losses. Therefore learning theory doesn’t account for this.

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4
Q

AO3: Practical applications

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A strength is that it has practical applications. The principle of the theory that gambling behaviour is due to pleasant associations between gambling and excitement has led behavioural treatments such as aversion therapy. This is where gambling is re-associated with a negative stimulus such as electric shocks rather than a feeling of excitement and pleasure. Therefore it is an important part of applied psychology as it helps to treat people in the real world.

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5
Q

AO1: Cognitive theory including references to cognitive biases

A

The cognitive approach suggests that gambling addiction is due to cognitive biases. Cognitive biases is when a persons thinking, memory or attentional processes are faulty leading to poor decisions and irrational judgments for example continuing to gamble despite huge losses. Rickwood et al classifies cognitive biases into form categories.
Skill bias - illusion of control is when gambling addicts overestimate their ability to influence random events as they believe that have special skills or knowledge that increase chances of winning. For example believing they are skilled at picking lottery numbers. Ritual bias is when gambling addicts they must engage in lucky rituals that will increase chances of winning. For example blowing on dcde before blowing or wearing a certain. item of clothing when betting. Selective recall bias is when gamblers only remember wins and minimise or forget losses meaning they gamble more. For example calling losses near wins. For example only remembering wins on scratch cards and forgetting losses. Gamblers fallacy is when gambles have distorted views of change and believe that there must be a win after a run of losses. For example believing they will win the next time as they have lost 6 times before.

Self efficacy refers to a persons beliefs about control or lack of control on their behaviour. A person with low self efficacy is more likely to gamble as they believe they cant stop and it will always be a part of them leading to relapse. This turns into a self fulfilling prophecy in which the individual continues to gamble as they cant stop themselves. This reinforces their gambling addiction as the relapse confirms the belief, “I told you I couldn’t stop”.

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6
Q

What are the evaluations for learning theory for GA? (3)

A

1) Practical applications
2) RTS Parke and Griffiths rewards
3) Environmental determinism

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