L7 - Pathological gambling Flashcards
(89 cards)
General info about gambling disorder
- 87% of Dutch population has gambled in their lives but only 20k are estimated to develop pathological gambling
- Most gamble on fruit machines
- 86% of pathological gamblers are male
- More mental disorders (especially anxiety and mood-related disorders) and substance abuse
- Predictive of development of pathological gambling: living in a disadvantaged neighbourhood and physical proximity to a casino
What treatments for gambling are there?
Many gambling interventions suffer from low rates of engagement and high dropout rates
- CBT - both group and individual format
- MI - adopted to increase treatment engagement and completion in problem gamlers
- If unwilling to commit to intensive CBT then a brief, stand-along MI intervention can have beneficial effects
- Gamblers Anonymous
What are the most important components of CBT for gambling disorder?
- Focus on the clients’ request for help and their motivation to achieve their goal
- Psycho-education on the nature and characteristics of pathological gambling
- Functional analysis to identify both the triggering and sustaining factors of gambling
↪ these factors largely determine treatment interventions and their sequence (such as learning self-control mechanisms, training skills, etc.) - Exerting ‘stimulus control’ to stop gambling and regain control over the behaviour in the short term
↪ e.g.of the measures: reducing the availability of money, banning them from access to casinos or a gambling hall, using a filter to prevent online gambling, and transferring their finances to a significant other + increasing the rewarding value of alternative, pleasurable activities - Challenging “gambling illusions” or irrational thoughts
- Relapse prevention, which aims to train patients to identify high-risk situations for relapse, such as social pressure, negative emotions (e.g., anxiety, depression, and anger), and interpersonal conflict, and to provide appropriate strategies for dealing with problematic situations
Background info - Addicted to food?
General info about obesity
- 30% of the world’s population is overwheight, which is double as in 1980 - ‘obesity epidemic’
- 2.2 billion adults and children have health problems due to high BMI
- It has been argued that people can become addicted to food or eating
- Obesity can have negative health effects: cardiovascular diseases, diabetes, joint complaints, certain types of cancer + psychological complaints often connected with cultural norms and stigmatization
What are the causes for obesity?
Many and unclear causes but lot of researchers suggest:
- unhealthy eating habits and low physical activity
- physiological (e.g. metabolic disease)
- environment!, e.g. ads on high-calorie foods (e.g. in supermarkets, TV or streets) which promotes excessive/unhealthy diet - would explain the increase in obesity in the last 30 years
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How does the evolutionary perspective explain the higher seeking behaviour for energy-rich foods
- During evolution, humans and animals have experienced periods of food scarcity so they had to look for energy-rich foods which are rich in sugar and far in order to survive
- This created network in the brain, including nucleus accumbens, that regulates motivation and food-seeking
- However, from this perspective, it’s suprising that not everyone is overwheight in our current ‘obesogenic’ society
- What could explain it is that maybe some people are more sensitive than others to the temptation of food
What does research show about whether obese people show some characteristics of (drug addiction)?
- In both drug and food addiction, behaviour is compulsive = continued despite far-reaching negative consequences
- However, food doesn’t have the same psychoactive effects as some drugs - BUT that is the truth for gambling either which is now considered addiction
- !Obese people aren’t homogeneous - food addiction may only apply to a subset - e.g. BED meets the characteristics of an addiction but not obesity in general
What could be considered as behavioural addiction?
The lecturer did like a test who thinks which ones are addictions and which are not - the debate is still going on
- Internet&games
- debit
- shopping
- work
- love
- sex
- gambling
- food&eating (e.g. eating chocolate)
- codependency
- tanning
- exercise
Stats about gambling in the netherlands
- 65% gambled in the past 12 months, ~90% in their lifetime – 34% when excluding loteries
- 80.000 problematic gamblers (~1% of people who gamble)
- 2.456 in treatment (5,6% of problem gamblers)
↪ < 10% of gamblers who need help seek treatment - out of all the addiction treatment, gambling amounts only to 3% of the total (alcohol is the major one)
- Lifetime prevalence of pathological gambling = 0.42%
What is the history of gambling disorder & the DSM?
- 1968: ‘Compulsive gambler’ (British medical journal)
- 1980: ‘Pathological gambling’ added to DSM-III as “Impulse Control Disorder” based on treatment experience by dr Robert Custer
- 1994: new diagnostic criteria, similar to substance abuse in DSM-IV, “Impulse Control Disorders Not Elsewhere Classified”
- 2001: paper called Behavioural Addictions: Do they exist? was published which sparked lot of discussion
- DSM-5 (2013): Pathological Gambling renamed to ‘Gambling Disorder’ and moved to “Substance Related and Addictive Disorders”
What defines addiction?
- Tolerance
- Withdrawal
- Loss of control
- Craving
- Neglect of life
- Continued use despite harm
= symptoms - if you want to diagnose someone, you base it on these symptoms
What is the risk of applying DSM criteria to behaviours?
- They did a study Development of an Offline-Friend Addiction Questionnaire: Are most people really social addicts? and the results shpwed that 69% of people classified as ‘addicted’ to offline friends
- This paper was written to show the risk of applying DSM criteria to behaviours = Risk of over-pathologizing
- That’s why it took so long to recognise gambling as an addiction
- Symptoms come from the researched brain mechanisms, which is a combination of biology/genes and enviornment, but also from the DSM-5 discription (it’s thought to be 50/50) - important to consider this when we are setting the criteria and symptoms of disorders such as behavioural addictions
What is gambling disorder (GD) comorbid with?
- GD highly comorbid with AUD ( pathological gamblers with AUD = 73.22%), drug use disorder (38.10%) and nicotine dependence (60.37%)
- Reserach shows there is shared genetic comorbidity with SUD and GB
- Other comorbidities: MD, dysthymia, mania, social phobia, GAD, any personality disorder (60.82%)
What are similarities between SUD and GB?
- Co-morbidity
- Genetics/shared heritability
- Risk factors: male, young
- Treatments effective for SUD are also effective for GB: CBT and nalmefene
- Functionala neuroimaging and neurocognitive profile - neuropsychology
- Negative reinforcement: relief of stress, negative feelings, etc
- Core symptoms
Background info
What are the DSM-V criteria for gambling disorder?
Persistent and recurrent problematic gambling behavior leading to clinically significant impairment or distress.
Have to meet 4 out of the nine following criteria in the past year:
- Need to gamble with increasing amount of money to achieve the desired excitement (tolerance)
- Restless or irritable when trying to cut down or stop gambling (withdrawal)
- Repeated unsuccessful efforts to control, cut back on or stop gambling (loss of control)
- Frequent thoughts about gambling (such as reliving past gambling experiences, planning the next gambling venture, thinking of ways to get money to gamble) -often proccupiedwith gambling (craving)
- Often gambling when feeling distressed (e.g. helpless, quilty, anxious, depressed)
- After losing money gambling, often returning to get even (referred to as “chasing” one’s losses)
- Lying to conceal gambling activity and the extent of involvement with gambling
- Jeopardizing or losing a significant relationship, job or educational/career opportunity because of gambling
- Relying on others to help with money problems caused by gambling
What are the criteria boundaries on assessing severity
- Mild: 4-5 criteria met
- Moderate: 6-7 criteria met
- Severe: 8-9 criteria met
What questionnaires are there to measure gambling-related problems?
- Problem Gambling Severity Index (PGSI)
* 9-items, based on DSM criteria
* Severity measure
* Often used for general population
* Examples of questions: Have you bet more than you could really afford to lose?, Have you needed to gamble with larger amounts of money to get the same feeling of excitement? - South Oaks Gambling Screen (SOGS)
- 16 items: DSM criteria + gambling specific questions (type of gambling, amount of € in one day, parents)
- Severity measure, often used for clinical population
What are the differences between SUD and gambling addiction
- No physical withdrawal
- No substance involved
- Neurotoxic effects of substance abuse on the brain
How do the neurotoxic effects on the brain differ between SUD and GA?
- alcoholics brain scans show enlarged ventricles comapred to controls (same for other substances)
- in gambling there is an effect on the brain but not due to the long-term effects of a substance, so you can take apart the neurotoxic effects with the behavioural consequences
Recap: how do drugs affect the dopamine system?
- Drug hijack the brain’s natural reward system
- They cause a higher spike of dopamine release in NA, compared to natural rewards, which leads to craving
- Substance has a direct reinforcing effects on dopamine system
- In SUD, there is also a predictability element where the reward is always delivered as the drug directly effects the dopamine system
↪ In natural rewars: without any prior training, the animal will be suprised at food presentation so there is a DA release when food is consumed; at moderate trainin, the cue already signals that the reward is coming so DA is already release at the cue and at the consumption point but with extended training, dopamine will fire only at the cue (picture 1)
↪ With drugs, it’s different because after extended training dopamine is released everytime at a cue even when the presentation of a drug has stopped (whereas, once food stops being presented, DA release declines)
How could gambling ‘hijack the reward system’ and be addictive?
- There is no drug which could directly affect the dopamine system, so how does it become addictive?
- Indirect reinforcement through (money?) rewards - could be a possible explanation
Other possible explanations:
- Winning? - unlikely since winning only couldn’t drive the addiction as gamblers lose more times than win so long-term the effect should diminish
- Anticipation of winning?
- Reward uncertainty?
- Excitement/arousal?
- Stress release?
- Escaping reality?
What does a study show on what makes gambling addictive?
- Study to see whether the uncertainty of the reward could make gambling so addictive?
Procedure:
- In the study, monkeys learn that a certain stimulus (CS) predicts a reward - lemonade
- They measure dopamine firing in NA and varied the probability of the lemonade delivery with certain stimuli
Results:
- After extended training, if lemonade was deliver 100% of the time after the CS, DA fired at the CS only
- If it was delivered 0% of the time after the CS, DA fired at the delivery of the lemonade because it’s a suprise reward
- If it was delivered at 50% of the time after the CS, DA fired both at CS and an increasing rate of firing at the anticipation of the outcome (picture 4)
- Very similar to gambling, becasue you don’t know about the outcome and it’s very similar to how the dopamine fires during substance use which is at the CS and at the reward
- Therefore, the reward uncertainty so the unpredictable reinforcement rate, could be the mechanism by which gambling becomes addictive
What makes gambling addictive?
- Interaction between machine and human design features (physiological, psychological, neurobiology)
- General vs pathological processes
What factors/features make the machines (especially the fruit machine) so addictive?
- Reinforcement schedules
- Timing & stakes
- Near miss effect
- Audiovisual stimuli
- Losses disguised as wins