L7 - Pathological gambling Flashcards

(89 cards)

1
Q

General info about gambling disorder

A
  • 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
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2
Q

What treatments for gambling are there?

A

Many gambling interventions suffer from low rates of engagement and high dropout rates

  1. CBT - both group and individual format
  2. MI - adopted to increase treatment engagement and completion in problem gamlers
  3. If unwilling to commit to intensive CBT then a brief, stand-along MI intervention can have beneficial effects
  4. Gamblers Anonymous
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3
Q

What are the most important components of CBT for gambling disorder?

A
  • 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
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4
Q

Background info - Addicted to food?

General info about obesity

A
  • 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
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5
Q

What are the causes for obesity?

A

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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6
Q

How does the evolutionary perspective explain the higher seeking behaviour for energy-rich foods

A
  • 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
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7
Q

What does research show about whether obese people show some characteristics of (drug addiction)?

A
  • 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
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8
Q

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

A
  • Internet&games
  • debit
  • shopping
  • work
  • love
  • sex
  • gambling
  • food&eating (e.g. eating chocolate)
  • codependency
  • tanning
  • exercise
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9
Q

Stats about gambling in the netherlands

A
  • 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%
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10
Q

What is the history of gambling disorder & the DSM?

A
  • 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”
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11
Q

What defines addiction?

A
  • 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

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12
Q

What is the risk of applying DSM criteria to behaviours?

A
  • 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
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13
Q

What is gambling disorder (GD) comorbid with?

A
  • 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%)
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14
Q

What are similarities between SUD and GB?

A
  1. Co-morbidity
  2. Genetics/shared heritability
  3. Risk factors: male, young
  4. Treatments effective for SUD are also effective for GB: CBT and nalmefene
  5. Functionala neuroimaging and neurocognitive profile - neuropsychology
  6. Negative reinforcement: relief of stress, negative feelings, etc
  7. Core symptoms
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15
Q

Background info

What are the DSM-V criteria for gambling disorder?

A

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:

  1. Need to gamble with increasing amount of money to achieve the desired excitement (tolerance)
  2. Restless or irritable when trying to cut down or stop gambling (withdrawal)
  3. Repeated unsuccessful efforts to control, cut back on or stop gambling (loss of control)
  4. 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)
  5. Often gambling when feeling distressed (e.g. helpless, quilty, anxious, depressed)
  6. After losing money gambling, often returning to get even (referred to as “chasing” one’s losses)
  7. Lying to conceal gambling activity and the extent of involvement with gambling
  8. Jeopardizing or losing a significant relationship, job or educational/career opportunity because of gambling
  9. Relying on others to help with money problems caused by gambling
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16
Q

What are the criteria boundaries on assessing severity

A
  • Mild: 4-5 criteria met
  • Moderate: 6-7 criteria met
  • Severe: 8-9 criteria met
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17
Q

What questionnaires are there to measure gambling-related problems?

A
  1. 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?
  2. 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
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18
Q

What are the differences between SUD and gambling addiction

A
  • No physical withdrawal
  • No substance involved
  • Neurotoxic effects of substance abuse on the brain
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19
Q

How do the neurotoxic effects on the brain differ between SUD and GA?

A
  • 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
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20
Q

Recap: how do drugs affect the dopamine system?

A
  • 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)
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21
Q

How could gambling ‘hijack the reward system’ and be addictive?

A
  • 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:

  1. Winning? - unlikely since winning only couldn’t drive the addiction as gamblers lose more times than win so long-term the effect should diminish
  2. Anticipation of winning?
  3. Reward uncertainty?
  4. Excitement/arousal?
  5. Stress release?
  6. Escaping reality?
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22
Q

What does a study show on what makes gambling addictive?

A
  • 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
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23
Q

What makes gambling addictive?

A
  1. Interaction between machine and human design features (physiological, psychological, neurobiology)
  2. General vs pathological processes
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24
Q

What factors/features make the machines (especially the fruit machine) so addictive?

A
  1. Reinforcement schedules
  2. Timing & stakes
  3. Near miss effect
  4. Audiovisual stimuli
  5. Losses disguised as wins
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25
What are the reinforcement schedules?
- Skinner: “People gamble because of the schedule of reinforcement that follows” – **Variable / Random Ratio schedules** - This gives rise to the ‘gambler’s fallacy’ (a human design feature so talk about it later)
26
What are the different reinforcement schedules? ## Footnote Picture 3
1. **Fixed ratio**: for every number of responses, you will get a reward and this ratio is predictable 2. **Fixed interval**: the reward is not based on number of responses but on time - so we see way less number of responses because the animal learns that many more responses doesn't result in many more rewards so why work so hard if I only get reinforcement every couple of minutes for example so then there is rapid responding near the time of reinforcement 3. **Variable interval**: the time between the reward is variable so this results in variable responding but not as extreme as with variable ratio 4. ***Variable ratio***: the reward is based on the number of responses made but on it's variable so you don't know how many responses you need before you get a reward so you have to work for it the hardest because this leads to highest number of responses with the lowest number of rewards
27
How does timing and stakes contribute to gambling being addictive?
The shorter the time between bet and outcome, the more ‘addictive’ - Regulated: in the Netherlands average must be at least 4 sec - in USA there is no such rule - in Germany, the number is higher - This is why lottery-related problems are virtually nonexistent Higher addiction potential with higher stakes - Regulated: maximum loss on slot machines is 40 euro / hour
28
What is Near-miss effect?
- Actually, “near win” - It's a reinforcement in the absence of win - Some research shows that it produces even higher psychophysological responses than actual wins * Enhances motivation to gamble
29
What do near-misses do to the brain?
- The net effect of a near-win is the same as a full loss (you don't win anything) but it feels like and the brain computes it as an actual win - picture 5
30
What is specific about the design of casinos that makes gambling addictive?
- Casinos are designed in a certain way which feels nice - Audiovisual stimuli: sounds, lights, animations - These stimuli are related to winning or the anticipation of winning which serve to increase arousal and lead to feeling of reinforcement
31
What are losses disguised as wins?
* You bet 30 and win 8, so technically you lost 22 but they only show you in big celebratory letters that you **won 8!** * Conditioned reinforcers contingent on betting to mask losses * Overestimate win frequencies - it feels to people like they won money, while in reality they actually lost them
32
Are the machine features enough to get addicted?
- All of the machine features are not enough since lot of people go to the casino and don't get addicted to gambling - So what makes some people addicted and not others? - **Human design features** = what is different in people who become addicted to those who do not
33
Which human design features result in gambling disorder?
1. Executive functions 2. Cognitive distortions 3. Incentive salience/cue reactivity 4. General reward processing 5. Gambling-specific reward processing
34
How is the executive function of inhibition affected in pathological gamblers
- Response inhibition, as measured with the Stop-Signal task, was impaired (as reflected in slower Stop-Signal RT’s - find it hard to inhibit response when asked to in a task, e.g. stop pushing a button when you see a number 5) - Impaired response inhibition was predictive of relapse at 1-year follow-up - the higher impaired response inhibition, the higher the chance of relapse - During the task, there is activity in PFC in healthy controls but not in problem gamblers - there is dysfunction in the control regions, PFC, that makes it more difficult to inhibit when they need to
35
How is the executive function of decision making affected in pathological gamblers?
- **Iowa Gambling Task**: 4 decks and some are high risk (you can ear more but also lose more) and others are more safe (you earn less in one go but more in the long-run) - Pathological gambling appears to be characterized by suboptimal decision making on the Iowa Gambling Task - Delay discounting task - in gamblers, the subjective value of a reward decreases more rapidly as a function of time (*steeper delay discounting curve*), meaning they are more impulsive (picture 6)
36
# Executive functions What did the meta-analysis on compulsivity-related neurocognitive deficits show?
- Total: ~1000 gamblers vs ~1300 healthy controls * **Cognitive flexibility** is reduced in gamblers (e.g. reversal learning, Wisconsin Card Sorting Task) * **Stroop task**: pathological gamblers show greater interference on incongruent trials of the Stroop task than controls * However, research into impaired goal-directed/habitual control in gambling disorder is lacking - this was 7 years ago so there is now more research but still very limited * Need for more systematic research, that also takes into account co-morbidities (e.g., substance use, ADHD)
37
What is the cognitive distortion of Gambler's fallacy?
* the belief that a certain random event is less or more likely to happen based on the outcome of previous of events (predicting that the roulette spin will land on black after 4 successive spins landing on red) * Past events do not change the probability of a certain outcome * Higher gambling distortions → more gambler’s fallacy decisions (in student sample) * At-risk gamblers prefer slot machines that deliver more “clumpy” outcomes (more repetition of the same outcome)
38
What is the cognitive distortion of the Illusion of control?
- Irrelevant features of a game that create a sense that one is developing some kind of **control or skill** over an outcome that is in fact determined by chance - Examples: choosing a lottery number, throwing dice - Gambling disordered patients are more vulnerable to the illusion of control
39
What is cue reactivity in problem gamblers?
- Showing problem gamblers and controls a game-related picture vs a picture of someone reading a book - Gamblers show **increased** activation of the mesolimbic reward system during cue reactivity (game-related picture) which is related to incentive salience
40
How is brain activity during reward anticipation?
- Give a task, where people can win money and you look at the phase before the outcome so they are anticipating a reward - Gamblers show **decreased** activation of the mesolimbic reward system during reward anticipation - This could be counterintuitive since you would expect that gamblers will be more sensitive to this but research shows the opposite - In line with the *reward deficiency syndrome hypothesis* which suggests that people who are less sensitive to reward in general are more likely to develop addiction (i.e. risk factor) - especially with money
41
What study did they conduct on reward anticipation in GD?
- Researchers wanted to see whether the decreased activity during reward anticipation is only specific to monetary rewards or to other types of rewards as well - While in a scanner, they show cues: errotic pictures or monetary-related pictures and measure the brain activity - Results: gamblers show higher activity to monetary cues than the errotic cue but in controls the activation is the same for both cues - This difference in activation between these two cues was also positively correlated with severity of gambling - This shows general deficiency in **reward processing**
42
How is the distorted reward processing during gambling?
- Gambling disorder has the advantage that you can research the addiction while a person is in a scanner (for ethical reasons you can't do this with alcohol or drugs) - you can look at winning, near-misses, anticipation Studies: 1. winning money in a simple card guessing task showed decreased brain activation of the mesolimbic reward system in gamblers than in controls, indicating **blunted processing** even when gamblers win money 2. Near misses: gamblers are more responsive to these indicated by the increased NAcc activity in gamblers compared to controls (where there was almost no activation) 3. Reward anticipation during a gambling task: gamblers show **increased** activation of the mesolimbic reward system during the anticipation of a gambling outcome, when they play a game of chance but not with a general monetary rewards
43
Near miss effect
- outcomes that are perceived as having been close to a win, but that are in fact objective losses - Most gambling games deliver purposeful ‘near misses’. Games that deliver moderate rates of near misses are played longer than machines that deliver none and near misses are perceived as more aversive than complete misses, but they do increase the desire to continue the game - Near misses may fuel the illusion of control in games where outcomes are completely random. - Near misses & the brain: Despite objectively being a loss, near misses have been shown to increase the neural signal in brain reward circuitry, compared to full misses - Especially the anterior insula showed overlapping activity to wins and near misses
44
How is insula related with gambling?
Participants with lesions to the insula (G1), the ventromedial PFC (G2), the amygdala (G3), or no-lesions (controls) performed 2 different gambling tasks. Results showed that: * G2, G3 & controls: enhanced motivation to play following near misses and gambler’s fallacy * Insula lesions: no enhanced motivation following near misses and no gambler’s fallacy The insula seems to be causally involved in cognitive distortions in gambling addiction
45
So what makes gambling addictive?
The combination of the machine design features and the human design features: * Illusion of control / superstition * Gambler’s fallacy * Impaired executive function / PFC * Cue reactivity * Distorted reward processing
46
What was a model suggested to explain the combination of machine and human design features?
- Initally, there is **habit formation**, which is a process of developing a habit engrained in stimulus response associations, acquired through reinforcement learning - machine feature - Then, it turns to **problem gambling** which is a gambling behaviour that is associated with some level of negative consequences and possible difficulties of self-control - And finally, **addiction and gambling disorder**, which is persistent and recurrent problematic gambling leading to clinically significant impairment or distress (DSM-5) often with alterations in brain processes involved in reward, motivation, memory and goal-driven action (ASAM) - the combination of the human and machine features which explains why only certain people develop GD - Picture 7
47
What are subtypes of GD?
1. **Conditioned** ↪ Little psychopathology ↪ Driven by social influences ↪ Cognitive distortions 2. **Emotional vulnerability** ↪ Depressive/anxiety ↪ Low impulsive ↪ Regulate dysphoric feelings 3. **Antisocial & impulsive** ↪ High impulsive ↪ Driven by sensation seeking ↪ Enhance positive feelings The type of the machine and what effect the different machine features will have also depend on which subtype the person is
48
Interim summary
* Associative learning processes play a central role in gambling and gambling disorder * Games of chance are designed such that win-chances are overestimated * Gamblers show differences in the way they anticipate to, discount and perceive (monetary) rewards * Gamblers physiological and brain responses to gambling and gambling related cues compared to healthy control individuals
49
Why was GD included in DSM-5 but other behavioural addictions are not included?
GD in DSM because of: 1. Symptoms 2. Comorbidities 3. Genetic vulnerabilities 4. Effective treatments (CBT, nalmephene) 5. Similar brain function distortions and neurocognitive profiles What DSM says: - Other addictions not in DSM because more research needs to be done - Under consideration: Internet gaming disorder (in 2018 included in ICD) and Internet disorder - Hard no: eating/food, sex, exercise, shopping, tanning ''addictions'' (doesn't mean that these cannot be problematic behaviours, rather that they shouldn't be called addictions) - Reasons: data is inconclusive + research using consistent terminology and methology is needed
50
Why did ICD-11 include the internet gaming addiction (IGA) as a disorder?
- “WHO under enormous pressure, especially from Asian countries” - In Asia: ↪ Higher prevalence (10-15% vs 1-10% in Europe) ↪ More stigma about addiction in Asian countries → may cause overestimation of prevalence? ↪ Risk of overpathologizing behavior - “Games industry bodies (...) have expressed doubts about the classification.” - Health care professionals and scientist generally positive
51
What different interests are involved when it comes to including IGA as a disorder?
- industry (e.g. game developers) wants money - health care wants to treat patients but also money in the case of private treatment (especially the US) - Politics: insurance? e.g. in the Netherlands people who are diagnosed can get treatment covered by insurance but that's not the case for behaviours that are currently not listed as disorders - Society: public opinion & stigma
52
What is the ongoing discussion about?
- There is lot of discussion whether behavioural addictions should be considered disorders - Paper published called *Behavioural addictions as mental disorders: to be or not to be?* where it says: ''As society evolves, the expression of mental disorders changes. Is technology creating new disorders or addictions?” - Balance must be achieved between too restrictive a system that hinders generalizability and too open system, in which marked heterogeneity obscures actual knowledge - So the question is where should we draw the line with behavioural addictions - there is no clear answer
53
What are some important factors to consider for classification of future behavioural addictions?
* Assessment methods * Prevalence rates * Psychiatric comorbidities * Demographic and biological risk factors * Promising treatment approaches
54
Article: Disordered Gambling: The Evolving Concept of Behavioral Addiction by Clark ## Footnote Learning Goals: 3, 4, 8
- The article discusses gambling disorder and how can behaviour become addictive in absence of exogenous drug stimulation - Similarities between GD and SUD well documented but gambling is unlikely to have actively damaging effects on brain (cognitive biases, such as illusion of control and gambler's fallacy, play significant role) - Looks at other behaviours that could be considered addictions: obesity, compulsive shopping, and internet gaming
55
What insights can be gained from research into behavioral addiction?
- It is well established that chronic drug exposure is associated with neurotoxic effects on the brain - These effects include shrinkage across multiple brain regions - As gambling is unlikely to exert actively damaging effects on the brain, looking into gambling disorder might provide a means of studying the addictive process in the brain that is not disrupted by drug effects - The ‘chicken and egg problem’ in addiction can be investigated in gambling disorder: are identified vulnerability factors the cause of addiction or the result of neurotoxic effects
56
Whar did research find when they compared groups with GD and SUD against non-addicted controls?
- Endophenotype approach in support (users vs first-degree relatives): shared elevation of impulsivity, trait of sensation seeking only present in affected (addicted) probands - **Impulsivity** has been identified as a shared vulnerability factor ↪ impulsivity = a trait that is characterized by unplanned responding and hasty decision-making that may be unduly risky or neglecting of (long-term) negative consequences - An alcohol-dependent group showed additional deficits in response inhibition and spatial working memory - may therefore reflect alcohol-induced changes in the lateral PFC - Brain structures in gambling disorder: ↪ Striatum and PFC, increased grey matter volumes ↪ Changes in white matter tracts and resting-state connectivity
57
What do fMRI studies show in regards to dopamine and brain reward system?
- Reward processing and decision making tasks - Consistent abnormalities in gambling disorder in striatum, medial PFC, amygdala, insula but there is mixed evidence: ↪ Hypoactivity (reward deficiency) ↪ Hyperactivity (sensitization/incentive salience) - Addictions may be associated with imbalance in different reward types ↪ E.g. Males with gambling disorder more motivated by financial (stronger response in orbitofrontal cortex) than erotic (hypoactivity in ventral striatum) rewards - Gamblers make more impulsive choices (smaller-sooner rewards) in presence of high-craving cues (pictures of casinos...)
58
What do PET studies show in regards to dopamine and brain reward system
- Based on drug addicts' brains, they expect to see reduced striatal dopamine D2 receptor binding in gamblers - Four independent PET studies failed to detect this - But there were individual differences as a function of impulsivity (higher density was associated with less impulsivity) - Inference: effects described in drug addiction more reflective of drug-induced changes, not preexisting vulnerabilities - Another PET study looked at dopamine *release* in gambling disorder - It showed increased dopamine release in the dorsal striatum for patients with gambling disorder, while previous studies in drug-addicts had found a reduced release of dopamine - Inference: Clear perturbations in dopamine transmission, but profiles in gambling disorder diverge from established picture in drug addiction - Conclusion: While dopamine is also implicated in gambling disorder, the pathophysiology appears different from substance addiction. Further, impulsivity seems to be a vulnerability marker for addiction.
59
How do behaviors, like gambling, become addictive without drugs being present?
- As we know, drugs of abuse hijack the dopamine system: they are more potent (powerful) than natural rewards at activating the reward system - However, behavioral addictions can only rely on natural or conditioned reinforcement mechanisms - Non-drug behaviors likely require **additional ingredients** to transition into addicted states - Evidence has found that rats getting a lever choice between cocaine and sucrose (sugar) reliably opted for the latter, even when chronically using cocaine - Therefore, even when drugs are more potent, animals may nevertheless prefer natural rewards
60
What is the computational model of addiction by Redish et al.?
- a model that emphasizes that drug-induced stimulation of dopamine transmission is exogenous (external cause) - That is, for natural rewards there is no more firing to the US over the course of Pavlovian learning (because there is no prediction error): they only fire in response to the CS - In contrast, the dopamine response does not diminish for drug rewards (the drug is the US): by stimulating the dopamine system, drugs of abuse continually elicit a US response next to a CS response, resulting in hyper-learning of drug-associated cues (picture 1 again)
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How can be the computational model applied to GD?
- Comparable Pavlovian processes as for drug-seeking seem to occur in gambling behavior - fMRI results show that patients with gambling disorder show greater brain activity when anticipating gambling rewards (in response to the CS; spinning of the wheels) but reduced activity in response to actual wins - Just as for SUDs, patients with gambling disorder show increased responding to addiction-related cues (CSs), however, they do show reduced responding to actual rewards (US)
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What two features did Redish et al. add to update their model to consider the case of gambling addiction?
1. **Big win hypothesis**: many people with gambling disorder retrospectively describe receiving major payouts in the first few times that they ever gambled, which constitute profound positive prediction errors that will activate the neural systems of reinforcement learning 2. **Asymmetry in temporal-difference learning**: financial gains (positive prediction error) promote learning acquisition, while financial losses (negative prediction errors) do not trigger unlearning but rather promote *hindsight bias* (state splitting) - Hindsight bias = explaining away of losses in a manner that does not ruin the player’s belief in his/her ability to win
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So what does the addictive ingredients in behavioural addiction seem to be?
- **Decision uncertainty** (learning from prediction error only in uncertain environments) - Potential for bivalent outcomes (gains and losses)
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Why are there cognitive distortions in GD and what are they (2)?
- The element of chance in gambling raises some unique problems for cognition: most natural environments are probabilistic, while gambling games are mostly entirely random - Gambling-related cognitive distortions = systematic errors in processing under conditions of chance 1) **Illusion of control** 2) **Gambler's fallacy** 3) Near miss effect - There is more and more evidence that those with gambling disorder may be more prone to these distortions than the general population
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What other behavioural addictions have been considered?
- Gambling disorder is currently the only behavioral addiction in the DSM-V - However, other conditions have been considered for further research: 1) Obesity & binge eating 2) Compulsive shopping 3) Internet gambling disorder - But it's a slippery slope! - A common concern with the concept of behavioral addiction is how to avoid everyday passions from being gradually pathologized as addictions - Decisions for future behavioral addictions should definitely be based on neural and behavioral analyses
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What does research say about obesity & binge-eating to be considered as a behavioural addiction?
- Drug self-administration experiments in animals show comparable phenomena for food rewards - Reduced D2-receptor density was found in nondrug users with high body mass index (BMI) and fMRI studies show similar profiles to studies in drug addiction and gambling disorder ↪ obese group heightened somatosensory response to anticipation of food intake and blunting of caudate response to actual consumption - Addiction lens possibly best suited to subgroup with binge eating behaviours - Further, there is a **persistent bias** towards an option of immediate gratification with long-term negative consequences (body shape, physical health) - In contrast, binge-eating does not evidently involve prediction-error signaling distortions or deficits in chance processing as in gambling disorders.
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What does research say about compulsive shopping to be considered as a behavioural addiction?
- Major links to neurobiology of drug addiction based on research into Parkinson’s disease (can appear alongside gambling disorder and hypersexuality) ↪ Occasional side effects of dopamine-agonist medications: reward-driven, impulsive behaviours - Very little research available outside of context of Parkinson’s disease - Decision making: immediate gratification > long-term negative consequences - Unclear whether parallel exist in processing of choice uncertainty and psychological distortions
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What does research/research community say about internet gaming disorder to be considered as a behavioural addiction?
- “most likely candidate” - Established negative academic and social consequences - Lack of consensus in assessment hampers research - Cognitive and neurobiological data on internet gaming 1) Striatal dopamine release when playing video game 2) Reductions in striatal D2 binding in small study in men treated for internet addiction 3) Evidence for cue reactivity (screenshots drive changes in medial PFC) 4) Associated with trait impulsivity 5) Associated with substantial physiological arousal (interoceptive property) - Field too premature to allow strong conclusions! (fruitful line of inquiry)
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How did Redish et al. extend his gambling addiction model to video game play addiction?
- Bivalent outcomes - Work for gains and avoid losses - Game environment uncertain - Unpredictable variable-ratio schedule of reinforcement - Notable difference: skill dimension, where performance improves with practice (unlike purely luck based) ↪ Games get progressively harder with time, so rewards stay essentially unpredictable
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Goudriaan et al. (2019): Gambling disorder and substance-related disorders. Similarities and differences
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Symptoms in GD and SUDs - what is overlapping and what are the unresolved issues?
- DSM-5, only SUD-criterion “craving” not present as criterion for GD (large overlap) - however many studies showing higher self-reported craving, elevated responses in reward circuitry in disordered gamblers Many unresolved issues: - What physiological and psychological aspects are relevant - Is urge related to: desire to engage in gambling or sensation of winning - Emotional character of craving: Craving for positive emotional effects or Escape from negative feelings - Craving for gambling unique as urge to perceive experience of excitement when gambling - Which stimuli elicit craving?
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# Similarities Etiological models: developmental pathways
- Both explained via a biopsychosocial model: biological vulnerability, psychological traits (e.g., impulsivity), and social context - Social etiology of GD (biopsychosocial model) 1) Presence of games of chance 2) Embeddedness of gambling 3) Early wins in gambling
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# Differences Etiological models: developmental pathways
- GD: Three-Pathway Model 1) Behaviorally conditioned: No major vulnerabilities, driven by environment (availability and accessibility of gambling + early engagement in gambling) 2) Emotionally vulnerable: Anxiety, depression, high sensation-seeking 3) Antisocial-impulsivist: ADHD, antisocial traits, impulsivity + substance use - In GD, cognitive misperceptions (e.g., illusion of control) are unique and central - SUD models emphasize neuroadaptation and pharmacodynamics not relevant to GD
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# Cognitive and motivational functions Impulsivity
1. Self-reported impulsivity elevated in both - show trait impulsivity ↪ strong predictor of onset and severity 2. Response inhibition: ↪ GD - Mixed evidence; some show deficits, especially with comorbid ADHD ↪ SUD - more consistent deficits (esp. in cocaine, heroin, alcohol) ↪ Both show ACC, DLPFC hypoactivation in fMRI/ERP studies 3. Steep delay discounting for both ↪ GD - Context increases impulsivity in GD (e.g., gambling cues) ↪ SUD - more consistent across substances 4. Decision-making ↪ GD - Poorer on tasks like Iowa Gambling Task, esp. in non-strategic gamblers (Strategic gamblers show more intact decision-making in GD) ↪ SUD - Impaired across drugs (alcohol, cannabis, heroin, etc.)
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# Cognitive and motivational functions - Motivational processes Craving & cue reactivity
Subjective craving - GD: Not a DSM-5 criterion but commonly reported ↪ Scales (Gambling Urge Scale) exist, though not well validated - SUD: Official DSM-5 criterion; widely studied Cue reactivity - GD: Involves limbic structures (e.g., amygdala, ventral striatum), especially in high-craving states - SUD: Similar circuits activated in response to drug cues
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# Cognitive and motivational functions - Motivational processes Attentional Bias
- Attentional bias to gambling/substance cues: present in both - GD: shown in Stroop, dot-probe - SUD: Stroop and visual probe tasks show robust attentional bias - Both are modulated by state - active gambler/user or abstinent ↪ higher bias when active
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Reward processing
1) **Reward outcome** ↪ GD: Often shows blunted striatal response; especially to actual wins/losses ↪ SUD: Enhanced striatal response to substance-related rewards 2) **Reward anticipation** ↪ GD: ↑ Activation in gambling-related contexts (e.g., high-risk bets, monetary anticipation) ↪ SUD: ↑ Activation regardless of context (e.g., in drug-related anticipation tasks) 3) **Context sensitivity** ↪ GD: Strong effect in GD: striatal-limbic system is more reactive in gambling settings ↪ SUD: Less context-sensitive in SUDs
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Unique factors in GD (not in SUD)
1) Cognitive Misperceptions - **Illusion of control**: Belief that skill or effort can influence chance outcomes - **Selective memory**: Emphasis on wins, downplaying losses - **Overconfidence**: In betting and even unrelated tasks 2) Near Misses - Activate reward circuitry (e.g., striatum) similar to wins - Increase urge to continue gambling despite being losses - Trigger physiological arousal (e.g., skin conductance) 3) Uncertainty and Risk in Outcome - GD: Gambling inherently involves uncertain outcomes (risk and suspense) - SUDs: Drug effects are more predictable
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Treatment implications: similarities
- CBT is effective for both - Shared targets: impulsivity, craving, attentional bias, cognitive distortions - Pharmacological overlap: SSRIs, opioid antagonists - Neuromodulation (rTMS/tDCS) and cognitive training (e.g., working memory training, attentional bias modification) show promise in both
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Treatment implications: differences
- Cognitive restructuring for GD targets gambling-specific distortions - Interventions for SUDs often need to manage withdrawal and detoxification—not applicable in GD - Neuromodulation research in GD is more limited
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Food Addiction: A Valid Concept? Fletcher & Kenny (2018)
No clear consensus has yet emerged on the validity of the concept of ‘food addiction’. Some have argued that the concept is unsupported, while others have argued that food and drug addiction share similar features and that it is a legitimate clinical entity distinct from other patterns of disordered eating.
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Arguments against food addiction
- While the term ‘food addiction’ might bring a means of communicating distress and helplessness, the evidence to speak of ‘food addiction’ as similar to substance-addictions is lacking - Identified two aspects: 1 central features, 2 pharmacological effects
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# Arguments againsts food addiction Central features
- Some claim that there is a resemblance between overconsumption of food and substance use - Namely: cravings, loss of control, excessive consumption, tolerance, withdrawal, and distress/dysfunction - However, the central features of substance addiction do not plausibly translate to food consumption - Most notably, tolerance and withdrawal are not clearly defined and might not be validly and reliably measured in possible food addiction
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# Arguments Against Food Addiction Pharmacological effects
Several studies show that controlled manipulation of high-fat and/or high-sugar food availability provokes addiction-like patterns in rats (reduced dopamine receptor function); however, there are several criticisms on these findings: * **Translation to humans**: the results have not been translated to humans yet and it remains to be questioned if this will ever happen in human environments that are often characterized by constant and plentiful availability rather than controlled constraint. * **Brain changes**: there is no convincing demonstrations that actual neurobiological changes indeed underly food addiction behaviors ↪ An early finding of reduced D2-receptor density in severely obese people was not replicated * **Addictive substance**: the substance that is supposed to have a direct effect on the brain remains undiscovered for possible food addiction
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# Arguments in favour Disclaimer before the arguments in favour
- Importantly, food addiction is considered distinct from obesity: lean individuals can also suffer from it - However, negative consequences of failed food control are most evident in overweight individuals - Thus, the arguments below are framed in the context of overweight and obesity
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# Arguments in favour Which defining features do overweight individual display that overlap with SUD?
- SUDs aren't defined by any shared physiological abnormality that can be objectively measured and used as a diagnostic criterium as can be done in other illnesses (elevated blood glucose in diabetes) - Rather, SUDs are defined by the manifestation of behavioral abnormalities that negatively impact a patient’s life: 1) **Deprivation**: feelings of deprivation when the substance is withheld 2) **Relapse**: a propensity to relapse during periods of abstinence 3) **Compulsivity**: consumption persist despite awareness of negative health, social, financial, or other consequences - Overweight individuals who are unable to exert control over their food consumption, despite awareness of the negative consequences thus demonstrate the same core features as those with SUDs
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# Arguments in favour Can brain systems be the determining factor whether food addiction is addiction?
- Multiple fMRI studies show that energy-dense, palatable (appetizing) food can alter activity in many of the same brain structures affected by drugs of abuse - Animal research provides causal evidence that both drugs of abuse and palatable food influence similar brain circuits, especially the mesolimbic dopamine system - Despite these similarities, it is unreasonable to assume that a specific addiction-relevant brain activity pattern can confirm or deny the existence of food addiction - No such definitive brain activity pattern exists even for diagnosing drug addiction
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# Arguments in favour No single ingredient is responsible for addictive effect
- Opponents of ‘food addiction’ often use the argument that it is not clear which ingredient in food would be responsible for an addictive effect - However, it can be argued that it is not necessarily a single nutrient that is responsible for maladaptive eating - Rather the combinations of them in palatable high-calorie foods that do not occur naturally - Study showed that blended food items high in both fat and carbohydrate were more valued than palatable food items high in only 1 of those
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Concluding comments
- Kenny views addiction as a group of related syndromes with overlapping but distinct brain and behavioral abnormalities - Core features of addiction can differ significantly between substances (e.g., cocaine vs. tobacco) - He acknowledges that some individuals clearly meet criteria similar to addiction in their relationship with food: ↪ Struggling to control consumption despite negative consequences ↪ Experiencing deprivation ↪ Being vulnerable to relapse - Although he admits the concept of "food addiction" is vague, he sees value in using knowledge of how drugs affect motivation circuits to better understand overeating ↪ Do not assume that overeating equals addiction—use addiction research to sharpen obesity research questions ↪ Explore both similarities and differences between food and drugs in terms of use patterns