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)

1
Q

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)

A

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

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2
Q

General info on gambling from module background (4)

A
  1. 87% of Dutch population has gambled in their lives (but only a few people will develop a pathological tendency)
  2. most people who gamble do so on fruit machines
  3. pathological gamblers report more mental disorders and substance abuse
  4. living in a disadvantaged neighborhood and physical proximity is predictive of the development of pathological gambling
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3
Q

Although many gamblers suffer from low rates of engagement and high dropout rates, what has been shown to reduce gambling related problems? (3)

A

CBT, both in a group and individual format

+ MI can be used to increase treatment engagement and completion
+ Gambler’s anonymous

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4
Q

List the most important components of CBT for gambling disorder (6)

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., 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.
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5
Q

Obesity general information

A
  1. 30% of the world’s population is overweight or obese
  2. 2.2 billion adults and children worldwide have health problems due to an excessively high BMI
  3. (according to experts) unhealthy eating habits and low physical activity are main causes of this increase
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6
Q

What do some neuroscience studies claim regarding ‘food addiction’?

A

They show support to the fact that overeating and obesity are associated with the same brain areas as drug addiction.

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7
Q

What is meant by our environment being ‘obesogenic’?

A

We are surrounded by tasty, high-calorie foods which promote an unhealthy excessive diet.

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8
Q

Physical effects of being overweight and obesity (4)

A

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)

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9
Q

How do evolutionary theories look at food addiction?

A

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
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10
Q

Similarities between obese people and addicted people + why has this idea been controversial

A

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

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11
Q

Brief history of the evolution of gambling into an addiction

A
  • 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

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12
Q

What may be the risk of defining addiction only in DSM-5 criteria?

A

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

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13
Q

Instead, how should we see addiction

A

as the interaction between
* symptoms
* brain mechanisms
* biology/genes —- * environments

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14
Q

Similarities between GD and SUDs (4)

A
  1. Both have a lot of comorbidity with other mental disorders
    (for GD most commonly AUD, Drug use disorder and nicotine dependence)
  2. Both share vulnerabilities in genetics, male gender, age and neuropsychology
  3. effective treatments look the same for both of them
  4. they have a similar neuropsychological profile (more about it later)
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15
Q

Gambling disorder in the DSM-5 is based on similarities with SUDs in which areas? (6)

A
  • core symptoms
  • comorbidities
  • shared heritability / genetics
  • effective treatments (CBT, nalmfene)
  • functional neuroimaging
  • neurocognitive profile
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16
Q

Gambling disorder severity measures

A
  • mild: 4-5 criteria met
  • moderate: 6-7 criteria met
  • severe: 8-9 criteria met
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17
Q

Measuring gambling-related problems: questionnaires

Problem gambling severity index (3)

A
  • 9 items, based on DSM criteria
  • severity measure
  • often used for general population
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18
Q

Measuring gambling-related problems: questionnaires

South Oaks Gambling Screen (3)

A
  • 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
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19
Q

SUD vs GD

Neurotoxic effects in SUD unlike GD

A

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

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20
Q

SUD vs GD

Gambling disorders can be a model for addiction without…

A

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

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21
Q

How can gambling hijack the reward system and be addictive?

A) Reward uncertainty: Fiorillo et al. 2003

A

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)

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22
Q

Difference of SUDs and GD, reinforcement and predictability of rewards

A

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)

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23
Q

What makes gambling addictive?: Machine design features

Reinforcement schedules

A

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

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24
Q

What makes gambling addictive?: Machine design features

Timing and stakes

A

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

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25
# What makes gambling addictive?: Machine design features Near-miss reinforcement without winning
reinforcement in the absence of winning creates a higher physiological response than actual winning which enhances motivation to gamble - e.g., the video in which you ALMOST won
26
# What makes gambling addictive?: Machine design features Near misses in the brain
Brain imaging shows that despite the reality / net effect of a near miss/win is the same as a full loss (because you didn't actually win) it FEELS like an actual win great for casinos
27
# What makes gambling addictive?: Machine design featrues Audiovisual stimuli
* sounds * lights * animations --> These stimuli related with a win or the anticipation of a win serve to increase arousal and reinforcement
28
# What makes gambling addictive?: Machine design features Losses disguised as wins
Conditioned reinforcers contingent on betting masked losses - e.g., machine says you won money (8€) but you actually lost because you had to bet (30€) --> lost 28€
29
# What makes gambling addictive?: Machine design features Summary of machine design features (5)
* Reinforcement schedules * Timing & stakes * Near-miss effect * Audiovisual stimuli * Losses disguised as wins
30
# What makes some people more addicted?: Human design features Executive functions in pathological gambling: response inhibition
* Response inhibition measured by the Stop-Signal task was impaired * predicted of relapse at 1-year follow-up --> Gamblers show decreased prefrontal cortex activation during response inhibition
31
# What makes some people more addicted?: Human design features Executive functions in pathological gambling: decision making (2)
1. PG is characterized by suboptimal decision making on the Iowa gambling task 2. There is a steeper delay discounting curve in pathological gamblers in the delay discouting task
32
# What makes some people more addicted?: Human design features Meta-analysis on compulsivity related neurocognitive effects + limitations
* cognitive flexibility is reduced in gamblers * stroop task: PG show greater interference on incongruent trials limitations * research into impaired goal-directed/habitual control in gambling disorder is lacking * need for more systematic research taking comorbidity into account
33
# What makes some people more addicted?: Human design features Cognitive distortions: gambler's fallacy
Thinking that a run of the same outcome increases the chance of the other outcome of occurring - Each is random - Higher gambling distortions -> more gambler's fallacy decisions At risk gamblers prefer slot machines that deliver more "clumpy" outcomes
34
# What makes some people more addicted?: Human design features Cognitive distortions: Illusion of control
* Irrelevant features of a game creating a sense that one is developing some kind of skill over an outcome that is in fact determined by chance * e.g., choosing a lottery number, throwing dice --> gambler's are more prone to the illusion of control
35
# What makes some people more addicted?: Human design features Cue reactivity
Gamblers show **increased activation** of the mesolimbic reward system during **cue reactivity**
36
# What makes some people more addicted?: Human design features Reward anticipation + what is the phenomenon in line with?
Gamblers show **decreased activation** of the mesolimbic reward system **during reward anticipation** in line with reward deficiency syndrome: those less sensitive to rewards --> more likely to develop an addiction
37
# What makes some people more addicted?: Human design features Monetary rewards are a special type of reward. Does it also generalize to erotic pictures?
Gamblers: **higher** activation to monetary cue than erotic Controls: **Same** activation to erotic cues and monetary ones !!!! Both signals lower in gamblers --> indicative of a general reward deficiency
38
# What makes some people more addicted?: Human design features Distorted reward processing during gambling
Gamblers show **decreased** activation of the mesolimbic reward system after **winning** in a card game - even when they play a gambling related game
39
# What makes some people more addicted?: Human design features Near misses
Gamblers show **increased** activation of the mesolimbic reward system after **near-misses**
40
# What makes some people more addicted?: Human design features Reward anticipation during gambling
Gamblers show **increased** activation of the mesolimbic reward system during the **anticipation of a gambling outocme** - With general monetary rewards this effect was not observed. Only when the reward is from a game of **chance** (aka. when the predictability of the reward is uncertain) - This is in line with the anticipation graph showed earlier where dopamine was released at onset of cue AND in anticipation to reward when reward was unpredictable
41
# why is gambling addictive to some but not others: Yücel et al's model 1. Habit formation (beginning, machine design)
the process of developing a habit engrained in stimulus-response associations acquired through reinforcement learning
42
# why is gambling addictive to some but not others: Yücel et al's model 2). Problem gambling
Gambling behavior that is associated with some level of negative consequences and possible difficulties of self-control
43
# why is gambling addictive to some but not others: Yücel et al's model 3). Addiction and gambling disorder (pathology, human design features)
Persistent and recurrent problematic gambling leading to clinically significant impairment or distress often with alterations in brain processes involved in reward, motivation, memory and goal-driven action
44
Subtypes/first pathway: Behaviorally conditioned (4)
* little psychopathology * driven by social influences * cognitive distortions * availability, accessibility and early engagement in gambling --> play a key role in the development of their gambling problems
45
Subtypes/second pathway: Emotional vulnerability (6) the emotionally vulnerable gambler
* Depressive/anxiety * low impulse * regulate dysphoric feelings * sensation seeking * risk taking * substance use
46
Subtypes: Antisocial & impulsive (6)
* high impulsive * sensation seeking * enhance positive feelings * ADHD * antisocial behavior * substance abuse ON TOP OF THE CHARACTERISTIC IN THE SECOND PATHWAY
47
GD in DSM-5 due to its similarities with SUD in (5)
* core symptoms * comorbidities * genetic vulnerabilities * effective treatments (CBT, nalmfene) * similar brain function distortions ad neurocognitive profiles
48
Internet gaming disorder is under consideration to be included into the DSM, but eating, sex, exercise, shopping and tanning are not. Why (2)?
* data are inconclusive * consistent terminology and methodology are needed
49
Discussion about including IGD in ICD-11
Asian countries put enormous pressure on WHO to go through with it: * higher prevalence * more stigma about addiction --> may have caused overestimation? * but there is again a risk of overpathologizing behavior
50
Important factors for classification of future behavioral addictions (5)
* assessment behaviors * prevalence rates * psychiatric comorbidities * demographic and biological risk factors * promising treatment approaches
51
What is the review of Clark about? (4)
1. Gambling affects how people think and by studying those effects (using brain scans) we might learn more about what maes people vulnerable to addiction in general 2. How a behavior can become addictive in the absence of exogenous drug stimulation by looking at: - nondrug vs. drug reward potency - mental distortions in the processing of chance --> important especially in gambling
52
Why was Gambling Disorder reclassified in the DSM-5? (4)
Due to significant scientific evidence demonstrating similarities with substance use disorders in: * symptom profile * comorbidities * heritability * brain changes
53
GD and SUD's are similar in symptom profile, what does this consist of? (3)
1. tolerance 2. craving 3. withdrawal
54
What is the difference between neurotoxicity and neuroadaptive changes, and which is more likely in behavioral addiction?
Neurotoxicity refers to actively damaging effects on the brain, potentially causing cell atrophy, often associated with chronic drug exposure. Because we cannot infer actual cell atrophy from structural neuroimaging, we should be referring to neurotoxicity as neuroadaptive changes.
55
What is impulsivity, and why is it considered a shared marker for addictive disorders?
multifactorial trait characterized by unplanned responding and hasty decision making that may be unduly risky or nelect negative consequences --> because studies show that it reflects the predisposition to develop a range of addictive disorders
56
How do fMRI studies of reward processing in gambling disorder show inconsistent results regarding brain activity?
some reporting hypoactivity and others, hyperactivity in key brain regions involved in reward processing in individuals with gambling disorder Conclusion: signs of structural brain changes can be detected in gambling disorder but they are minor compared to most substance addictions
57
What is the key finding from PET studies of dopamine D2 receptor binding in gambling disorder compared to drug addictions?
Drug addictions: D2 receptor binding is a robust effect Gambling disorder: studies fail to detect significant differences compared to healthy controls
58
According to the updated Redish model, what two added features are critical for understanding gambling addiction?
1. The "big win" hypothesis (early major payouts as significant positive prediction errors that reinforce learning and gambling in the future) 2. The asymmetry in temporal-difference learning where financial losses don't trigger simple unlearning but may promote "state splitting" or hindsight bias --> explaining losses away in a manner that doesn't hurt the player's belief in his or her ability to win
59
law of small numbers
the concept that is often the psychological account of the gambler's fallacy - people expect small fragments from a distribution to be representative of the distribution itself
60
What is the proposed role of the insula region in gambling-related cognitive distortions?
proposed to play a causal role in gambling-related cognitive distortions like the response to near misses and the gambler's fallacy. Its function in interoception, or awareness of bodily states, may be relevant given the physiological arousal associated with gambling.
61
how does the three-system model incorporate the insula
the insula represents a gateway between the subcortical reward system and the prefrontal system responsible for decision making and inhibitory control
62
"slippery slope" concern
Avoiding pathologizing everyday passions - requires significant impact on daily functioning
63
What is needed for considering candidate disorders?
detailed neural and behavioral analyses
64
Behaviors that are capable of being addictive may be limited by
psychological properties like choice uncertainty or cognitive distortions
65
# candidate disorders: Obesity and binge eating
* parallel with drug self-administration in animals * reduced D2 binding * addiction may be best adapted for binge eating subgroup = bias towards immediate gratification despite long-term negative consequences
66
# Candidate disorders: what do obesity and binge eating NOT involve
1. distortions in prediction-error signaling 2. processing of chance
67
# Candidate disorders: Compulsive shopping
Link to neurobiology of drug addiction seen in Parkinson's disease Dopamine agonists increase gain-related prediction-error signals in the ventral striatum and heighten risk taking to gain prospects in this subgroup. Very little neuroscientific research outside of Parkinson's Unclear if parallels exist in processing choice uncertainty and psychological distortions.
68
# Candidate disorders: Internet gaming disorder: neurobiological/cognitive data (5)
* striatal dopamine release during gaming * reduced striatal D2 binding * cue reactivity * trait impulsivity * cognitive impairments
69
# Candidate disorders: Internet gaming disorder: Extension of Redish model
Bivalent outcomes, uncertain environment, variable-ratio reinforcement schedule. Skill dimension exists but rewards remain unpredictable. Overlapping reinforcement schedules.
70
# Candidate disorders: Internet gaming disorder: unique features of MMORPG's
* avatars * multiplayer component * game continues online --> fosters checking/counterfactual thoughts
71
According to Fletcher, what is one major problem with applying the term "food addiction" to human eating behaviors?
lack of a discovered addictive substance in food that exerts a direct pharmacological effect on the brain comparable to addictive drugs.
72
What scale is commonly used to measure characteristics thought to be common to substance and food addiction, according to the text?
The Yale Food Addiction Scale (YFAS) is commonly used to measure characteristics thought to be common to substance and food addiction
73
Fletcher argues that studies showing addiction-like patterns in rats fed palatable food regimens have limitations. What is one key limitation he mentions regarding their translation to humans?
carefully controlled regimens of intermittent availability, which may not translate well to the constant and plentiful food environment most humans inhabit
74
According to Kenny, what is the primary characteristic of substance use disorders (SUDs) that he believes is analogous or homologous to the struggles of some overweight individuals?
Kenny suggests that combinations of macronutrients, particularly in palatable high-calorie foods that do not occur naturally, may deliver a supraphysiological punch to brain motivation circuits.
75
Kenny suggests that even lean individuals can suffer from patterns of dysregulated eating. What shared features with SUDs does he mention in this context?
He states that these patterns share many features with SUDs, including difficulty controlling food intake despite negative consequences and experiencing feelings of deprivation during abstinence.
76
What type of food items does Kenny suggest may be particularly problematic, not necessarily due to a single ingredient, but due to their composition?
combinations of macronutrients, particularly in palatable high-calorie foods that do not occur naturally, may deliver a supraphysiological punch to brain motivation circuits.
77
Both authors agree that the term "addiction" is problematic in this context. What do they suggest about the term itself?
Both authors agree that the term "addiction" is too imprecise and loaded to convey proper meaning, contributing to confusion and misinterpretation.
78
According to the "How to move the field forward" section, what is one core principle that a scientific strategy to explore food addiction should adopt?
One core principle is to begin by using insights from the drug addiction literature to focus and sharpen scientific questions relating to obesity, rather than assuming overeating is a form of addiction
79
The article mentions the use of choice procedures in animal models. What specific kind of maladaptive behavior in the context of drug addiction might these procedures help us understand in the context of food?
These procedures, which assess choices between natural rewards and drug rewards, may help us understand long-lasting shifts in dietary preferences toward highly rewarding energy-dense food items.
80
What do initial results from large-scale genome-wide association studies (GWAS) suggest about the common variant genetic architectures of substance use and obesity, according to the text?
Initial results from GWAS suggest that the common variant genetic architectures of substance use and obesity are largely distinct from one another
81
According to the DSM-5 classification, how is gambling disorder categorized and what is the significance of this categorization?
gambling disorder is classified as the first behavioral addiction under the category of Substance-Related and Addictive Disorders. This is significant because it acknowledges the many similarities between GD and substance-related addictions and suggests that other behavioral addictions could be classified similarly.
82
What are some of the key similarities in symptom profiles between gambling disorder and substance-related disorders as noted in the text? (4)
overlap in criteria such as * preoccupation with the activity, * needing to increase the amount or frequency to obtain desired excitement (tolerance) * feeling restless or irritable when unable to engage (withdrawal) * jeopardizing important aspects of life due to the behavior.
83
What specific criterion included in the DSM-5 for Substance Use Disorders is not explicitly listed as a criterion for Gambling Disorder?
craving
84
Briefly describe the multifactorial biopsychosocial model as it applies to the development of gambling disorder.
The model explains the development of gambling disorder as a complex interaction between biological, psychological, and social factors. Genetic vulnerability, neurobiological predispositions, personality traits, environmental accessibility, and early engagement in gambling all play a role.
85
Explain the concept of "cognitive misperceptions" in the context of gambling disorder and provide an example from the text.
abnormal or irrational thoughts about gambling. An example given is the "illusion of control," which is the mistaken belief that one's attention or effort can influence the outcome of a chance-based gambling game.
86
How is impulsivity characterized in the study of both gambling disorder and substance use disorders, and what different measurement approaches are mentioned?
* seen as a multifaceted construct in both disorders. * measured by self-report questionnaires (like BIS-11 or UPPS) and behavioral tasks (like motor impulsivity, choice impulsivity, and cognitive impulsivity). * It is considered both a vulnerability factor and a characteristic of the disorders.
87
What is delay discounting and how do studies suggest it is similar or different between gambling disorder and substance use disorders?
tendency to choose an immediate, smaller reward over a larger, delayed reward. Studies suggest that higher delay discounting is present in both GD and SUDs, and a meta-analysis indicated comparable levels of delay discounting across both categories.
88
Describe the general findings regarding attentional bias in individuals with gambling disorder when confronted with gambling-related cues.
disordered gamblers show attentional bias towards gambling-related stimuli, meaning they pay higher attention to these cues. This has been measured using tasks like the Stroop task and dot-probe task. --> similar to SUDs
89
What is the significance of "near misses" in gambling disorder according to the text?
they activate reward circuitry similarly to real wins, albeit to a lesser extent. They are associated with an increased desire to continue gambling and may play a role in developing loss of control.
90
How might novel interventions like neuromodulation and cognitive training, currently being investigated for SUDs, be relevant for treating gambling disorder?
due to similarities in underlying mechanisms like impulsivity, craving, and abnormalities in fronto-striatal brain functions. These interventions could target cognitive control, reduce craving, or improve skills needed for therapy.