Module 7: Pathological gambling Flashcards
1. Background module 1-10, 2. Lecture 11-50, 3. Clark 51-70, 4. Fletcher 71-80, 5. Goudriaan 81-90 (90 cards)
To be diagnosed with a gambling disorder, one has to meet four of the following criteria during the past year (9) + indicate which ones correspond to substance abuse disorder criteria (6)
1.Need to gamble with increasing amount of money to achieve the desired excitement
2.Restless or irritable when trying to cut down or stop gambling
3.Repeated unsuccessful efforts to control, cut back on or stop gambling
4.Frequent thoughts about gambling (such as reliving past gambling experiences, planning the next gambling venture, thinking of ways to get money to gamble)
5.Often gambling when feeling distressed
6.After losing money gambling, often returning to get even (referred to as “chasing” one’s losses)
7.Lying to conceal gambling activity
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
General info on gambling from module background (4)
- 87% of Dutch population has gambled in their lives (but only a few people will develop a pathological tendency)
- most people who gamble do so on fruit machines
- pathological gamblers report more mental disorders and substance abuse
- living in a disadvantaged neighborhood and physical proximity is predictive of the development of pathological gambling
Although many gamblers suffer from low rates of engagement and high dropout rates, what has been shown to reduce gambling related problems? (3)
CBT, both in a group and individual format
+ MI can be used to increase treatment engagement and completion
+ Gambler’s anonymous
List the most important components of CBT for gambling disorder (6)
- 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., reducing 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. Also includes increasing the rewarding value of alternative, pleasurable activities.
- Challenging “gambling illusions” or irrational thoughts.
- Relapse prevention, to identify high-risk situations for relapse, (social pressure, negative emotions, and interpersonal conflict), + provide appropriate strategies for dealing with problematic situations.
Obesity general information
- 30% of the world’s population is overweight or obese
- 2.2 billion adults and children worldwide have health problems due to an excessively high BMI
- (according to experts) unhealthy eating habits and low physical activity are main causes of this increase
What do some neuroscience studies claim regarding ‘food addiction’?
They show support to the fact that overeating and obesity are associated with the same brain areas as drug addiction.
What is meant by our environment being ‘obesogenic’?
We are surrounded by tasty, high-calorie foods which promote an unhealthy excessive diet.
Physical effects of being overweight and obesity (4)
Physical:
* increased risk of cardiovascular diseases
* diabetes
* joint complaints
* certain types of cancer
! there can also be psychological complaints (due to cultural norms and stigmatization)
How do evolutionary theories look at food addiction?
Due to our evolutionary focus on fatty and sweet food, we have networks in the brain that regulate motivation and food-seeking
- a prominent brain region is the nucleus accumbens
Similarities between obese people and addicted people + why has this idea been controversial
Similarities:
* behavior appears compulsive - continued despite negative consequences
Controversial:
* food doesn’t have the same psychoactive effects as some drugs
* some researchers believe that only those with a binge eating disorder (not those that are obese) meet the characteristics of an addiction
Brief history of the evolution of gambling into an addiction
- 1960: compulsive gambler
- 1980: pathological gambling - added to DSM-III as ‘impulse control disorder’ based on exp. by Robert Custer
- 1994: new diagnostic criteria similar to substance abuse in DSM-IV “impulse control disorders not elsewhere classified”
–> discussion starting around whether gambling is a real addiction
* 2013: gambling renamed gambling disorder and moves to “substance related and addictive disorders” in the DSM-5
What may be the risk of defining addiction only in DSM-5 criteria?
There is a risk of overpathologizing -
tendency to diagnose normal human emotions, behaviors, or life challenges as symptoms of mental illness
e.g., from lecture is the study of addiction to ‘offline-friends’ (it found that 69% of people were addicted to offline friends
Instead, how should we see addiction
as the interaction between
* symptoms
* brain mechanisms
* biology/genes —- * environments
Similarities between GD and SUDs (4)
- Both have a lot of comorbidity with other mental disorders
(for GD most commonly AUD, Drug use disorder and nicotine dependence) - Both share vulnerabilities in genetics, male gender, age and neuropsychology
- effective treatments look the same for both of them
- they have a similar neuropsychological profile (more about it later)
Gambling disorder in the DSM-5 is based on similarities with SUDs in which areas? (6)
- core symptoms
- comorbidities
- shared heritability / genetics
- effective treatments (CBT, nalmfene)
- functional neuroimaging
- neurocognitive profile
Gambling disorder severity measures
- mild: 4-5 criteria met
- moderate: 6-7 criteria met
- severe: 8-9 criteria met
Measuring gambling-related problems: questionnaires
Problem gambling severity index (3)
- 9 items, based on DSM criteria
- severity measure
- often used for general population
Measuring gambling-related problems: questionnaires
South Oaks Gambling Screen (3)
- 16 items: DSM criteria + gambling specific questions (type, amount of € lost, parents)
- severity measure, often used for clinical population
- specific questions related to gambling experience that you ask when you know someone already gambles
SUD vs GD
Neurotoxic effects in SUD unlike GD
On average comparing control brains and alcohol brains shows differences in ventricles –> there is brain damage when you use alcohol and this is true for other substances as well
SUD vs GD
Gambling disorders can be a model for addiction without…
the confound of long term effects of drugs
–> you don’t need to think about whether cognitive deficits are a cause or consequence of addiction
this is because there are no neurotoxic effects of gambling on the brain
How can gambling hijack the reward system and be addictive?
A) Reward uncertainty: Fiorillo et al. 2003
Method: monkeys learn that stimuli predict reward (lemonade) with different probabilities
when cs predicts the reward 100% of the time –> dopamine fires only at presentation of cs
when cs predicts the reward 50% of the time –> dopamine fires at onset of cs AND in the face of the reward
when cs predicts the reward 0% of the time –> dopamine fires only at presentation of the us (the reward)
Difference of SUDs and GD, reinforcement and predictability of rewards
substances:
* direct reinforcing effects on dopamine system
* predictability: reward (the nice effect of drug is always delivered
(in terms of dopamine release in the brain, it always happens even after its predicted)
gambling:
* indirect reinforcement through money (/loss)
* unpredictable reinforcement rate –> reward uncertainty (remember the Fiorillo study with unpredictable rewards eliciting most dopamine release)
What makes gambling addictive?: Machine design features
Reinforcement schedules
Skinner: people gamble because of the schedule of reinforcement that follows - variable/random ratio schedules
–> induces a gambler’s fallacy (a human design feature)
Variable ratio: you don’t know how many responses you need to make before a reward
- leads to the highest number of responses and lowest number of rewards
What makes gambling addictive?: Machine design features
Timing and stakes
The shorter the time between bet and outcome, the more addictive
- In NL the time between bet and outcome must be 4s
- Lottery related problems are virtually nonexistent –> time between bet and outcome is long
Higher addiction potential with higher stakes
- Regulated in NL: max loss on slot machines is 40€ per hour –> quite high