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lectures 1

Sabine - ACD exam 2 university Englisch 28 Karten

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  1. 1which disorders is gambling disorder often comorbid with?73% of those with GD also have an alcohol use disorder, many also nicotine dependence or drug use disorder.
    also personality disorders (!), major depression, mania.
    risk factors are being male and young.
  2. 2eventually the DSM finally concluded that gambling disorder should also be classified as an addiction. they based this decision on which similarities with SUD's?- core symptoms (tolerance, withdrawal, repeated unsuccessful efforts to stop)
    - co-morbidities
    - shared heritability/genetics
    - effective treatments (CBT, nalmefene)
    - functional neuroimaging and neurocognitive profile
  3. 3two questionnaires to measure gambling-related problems and what are they specifically used for?1. problem gambling severity index (PGSI): 9 items based DSM criteria, measure often used for general population.
    2. south oaks gambling screen (SOGS): 16 items, quite detailed, often used in clinical population.
  4. 43 differences between SUD's and gambling addiction- Use of substance has neurotoxic effects on the brain (GD can be used as a model for addiction without confound of long-term effect of drugs; what is already in the brain, what is caused by the substance?)
    - Substances have direct reinforcing effects on the dopamine system, gambling indirectly (through monetary) rewards
    - Substances are predictable, the reward is always delivered; in gambling disorder there’s reward uncertainty (unpredictable reinforcement rate)
  5. 5the unpredictability of the reward plays an important role in gambling disorder. explanation of the study that illustrates thismonkeys learn that stimuli predict reward (lemonade) with different probability. For some cues 100% predicted reward, for some cues 0% prediction. After extensive learning, the 100% cue will fire dopamine (no longer with the actual reward). In the case of the 0% cue, the lemonade is a big surprise thus the dopamine will fire at the lemonade (not the cue). The dopamine activity is highest with most uncertain rewards.
    The study showed that there’s a ramping up of dopamine in anticipation of the reward, whether it’s delivered or not  either way there’s dopamine release. The uncertainty of the delivery of the reward increases dopamine. The reward uncertainty is a crucial part of gambling.
  6. 6two features that together make gambling addictive1. Properties of games of chance; machine design features
    2. Individual differences/risk factors: human design features
  7. 76 machine design features that add to the addictive effect of gambling (without explanation)1. reinforcement schedules (skinner)
    2. time
    3. stakes
    4. near-miss effect
    5. losses disguised as wins
    6. audiovisual conditioned reinforcers
  8. 8explanation of 'reinforcement schedules' as a machine design featureVariable/random ratio schedules: the reward is randomly delivered. This is the type of schedule where you get the highest number of responses (# of times people play) for the least number of rewards.
    Gives rise to gambler’s fallacy
  9. 9explanation of both 'time' and 'stakes' as machine design featuresthe shorter the time between bet and outcome, the more addictive (which is why it's regulated in holland + lottery-related problems are virtually non-existent).
    higher addiction potential with higher stakes (therefore also regulated in holland)
  10. 10explanation of 'near-miss effect' as machine design featurereinforcement without winning. The machine gives you the idea that you almost won. It produces even higher psychophysiological responses than wins and it enhances the motivation to gamble.
    Nucleus accumbens is also activated in near-miss
  11. 11explanation of 'losses disguised as wins' and 'audiovisual conditioned reinforcers' as machine design featureslosses disguised as wins: conditioned reinforcer masks loss, leading to overestimation of win frequencies. machines tell you that you won money, even though it's less than you spent.
    audiovisual conditioned reinforcers: sounds, lights and animations that make it feel like you won. serve to increase arousal and reinforce behaviour even in the absence of rewards
  12. 125 human design features that add to the addictive effect of gambling1. executive functions
    2. cognitive distortions
    3. incentive salience/cue reactivity
    4. distorted general reward processing
    5. distorted gambling-specific reward processing
  13. 13which executive functions are impaired in those with gambling disorder?1. response inhibition (possibly PFC dysfunction)
    2. suboptimal decision making
    3. steeper delay discounting
    4. reduced cognitive flexibility
  14. 14explanation of 'incentive salience/cue reactivity' as a human design featureSignificant activity in the nucleus accumbens and other regions in the striatum in response to gambling cues
  15. 15explanation of 'distorted general reward processing' in those with gambling disorderreward deficiency syndrome. blunted reward processing is a risk factor for addiction.
    gamblers showed lower activity in the mesolimbic reward system in anticipation of monetary rewards than controls
  16. 16explanation of 'distorted gambling-specific reward processing' as human design featureaccording to a study on reward processing during anticipation, winning and near misses in GD's vs. healthy controls (in a card guessing task):
    - Gamblers showed DECREASED activation of the mesolimbic reward system after WINNING in a card game
    - Gamblers showed INCREASED activation of the mesolimbic reward system after NEAR MISSES
    - Gamblers show INCREASED activation of the mesolimbic reward system during the ANTICIPATION of a gambling outcome
  17. 17are there other behavioural addictions, such as food, sex, exercise, shopping, tanning?data about those behaviours are inconclusive, but general conclusion is that they're not addictions.
    Whether or not something is considered an addiction (rather than problematic behaviour) depends on different interests:
    - Industry (e.g. game developers): lobby money
    - Health care: treat patients, but also money (private treatment)
    - Politics: insurance? Costs money
    - Society: public opinion and stigma
  18. 18LECTURE 7 what is the theory of planned behaviour?the idea that intention/motivation is the most important determinant of behaviour (however, the intention-behaviour gap suggests otherwise; habit is a better predictor of behaviour).
    other important factors are attitudes (towards the behaviour), subjective norm (global perception of social pressure) and perceived behavioural control (related to self-efficacy)
  19. 193 ways to measure habits in real-life (as opposed to in the lab)1. field experiment
    2. self-report measures (frequency measures, response generating measure, SRHI)
    3. primed lexical decision task
  20. 20example of a field experiment where habits were measuredCinema-visitors were given free popcorn, of which one half got fresh popcorn and the other half got stale popcorn (made 7 days before). Participants indicated how frequently they ate popcorn in theaters in the past on a 7-point scale (ranging from always to never). After the movie, the amount of popcorn eaten by each participant was measured. Results showed that:
    • Low/moderate habit: those that didn’t eat popcorn that frequently in the past ate more of the fresh popcorn than from the stale popcorn.
    • High habit: those that often ate popcorn in the past ate as much fresh popcorn as stale popcorn.
    --> The incentive value of the stimulus does not matter anymore when habits are involved.
  21. 21when this experiment was done in an unrelated context (meeting room), what were the results?all participants ate more of the fresh popcorn than from the stale popcorn.
    --> Habits depend on repetition of behavior in a certain context, after which this context becomes a trigger of the behavior.
  22. 22the coupon collection study was a study that investigated the efficacy of implementation intentions. explanation of the studystudents were asked to collect a coupon for the cafetaria from the secretary's office. two conditions:
    1. planning condition: how/when/where collect coupon?
    2. control condition: how would you spend it?
    lexical decision task used to measure cue accessibility.
    results: planning condition reacted faster in LDT and collected coupon more often (mediated by cue accessibility)
  23. 23description of the 'avenda' experiment, without results2 groups:
    1. goal intention group: were given the instruction to speed up their response to 'avenda' by familiarising themselves with it
    2. implementation intention group: were asked to formulate the II 'if i see avenda, then i will press the key especially quickly'
    the LDT was used to measure:
    - cue accessibility: avenda was the target
    - S-R strength: avenda was the prime and 'press' was the target
  24. 24results of the 'avenda' experimentthe II group was faster than the GI group to respond when avenda was the target AND when it was the prime.
    conclusion: IIs result in higher cue accessibility and stronger S-R links in memory
  25. 257 steps to behaviour change1. choose a behaviour that you're highly motivated to change
    2. determine the critical cue: when is the habit performed?
    3. determine if the critical cue can easily be avoided or changed (if not, go to step 4)
    4. link the right action to the critical cue
    5. continuously monitor your behaviour
    6. take small steps and don't formulate multiple IIs for related behaviour at a time
    7. reward yourself when you've changed a behaviour
  26. 262 strategies that can be used to determine the trigger of habits (the critical cue)1. cue monitoring diary: recording the behaviour and the cues surrounding it for a few days
    2. mental contrasting: contrasting positive future situations with the reality can raise awareness of obstacles (and critical cues) that hinder this goal realisation
  27. 27what is the habit discontinuity hypothesis?avoiding the old context disrupts old S-R habits, which may allow one to rethink and initiate new behaviours and choices.
  28. 28what is the ironic process theory?attempts to suppress a thought actually render it more salient and makes one more conscious of it.
    Therefore, the ‘then’ should not be ‘not doing’ the problematic behaviour.

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university ACD exam 2 Karteikarten am lectures 1, erstellt von Sabine - am 12/05/2022.
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