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2. Gambling
DSM IV-TR (2000) considers gambling to be an impulsive disorder
characterized
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A preoccupation with the behaviour
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Repeated and unsuccessful attempts to stop
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Continuing the habit despite losses and other costs
Generally there seems to be a fixed development:
1. Social gambling
2. Frequent gambling
3. Problem gambling
4. Pathological addiction
Each stage shows a greater commitment to the cause, both financially and
in terms of time and demands. More than half of all pathological
gamblers steal to pay for their habit and many have alcohol-related
issues. Many also report suicidal tendencies and attempts.
Initiation
Genetic
Studies into gambling families tend to suggest that there are
trends within families towards gambling problems. Black et al (2006)
found that the first degree relatives of pathological gamblers were
themselves more likely to have gambling problems. Ibanez et al (2003)
put the concordance rate at about 20%. As always such research fails to
disentangle genetic and environmental factors and the likelihood that
being exposed to gambling behaviour is also a likely trigger. However,
Wendy Slutske (2000) believes 64% of the variation in similarity can be
attributed to genetic factors.

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Twin studies
suggest that up to 50% of the behavior is due to either shared
genes or shared environment. Eisen at al (1998) used the
Vietnam Era Twin Registry to get the details of over 3000 US
servicemen. They carried out an over-the phone survey using the
DSM-III-R criteria for a diagnosis of pathological gambling.
Their results were very similar to Slutske’s, reporting a 62%
variance attributable to genetic factors. However, there are
clearly a number of issues with this study. Three thousand
Vietnam veterans are hardly a good cross section of the
population. It is likely that factors such as stress of combat
and possible PTSD may have skewed the findings. Stress is known
to be an important factor in a range of addictive behaviours.
Additionally the over-the-phone questioning may result in a
variety of demand characteristics and self-serving biases reducing the validity of the findings. |
Slutske (2010) has looked at the concordance rates of MZ and DZ twins in
relation to gambling addiction. She studied nearly 5,000 individuals
and found that the concordance rate for MZ twins was twice as high as
the concordance rate for DZ twins. However, as she herself points out,
it isn’t possible to isolate the genetic effects from environmental and
social. Instead she describes a ‘perfect storm’ of inherited
vulnerability combined with the presence of gambling role models in the
form of parents. Slutske’s is also important in highlighting similar
risks for both men and women. Previous research has tended to focus on
men.
Specific gene?
However, stronger evidence comes from specific gene studies, in
particular the much greater prevalence of D2A1 variant in gamblers than
in the general population (Bennett 2006). However, given that there are
gamblers without the gene and non-gamblers with it seems that this
variant is neither necessary nor sufficient to be responsible for
gambling behaviour. It is highly unlikely that any one gene can be
responsible for such a complex behaviour as an addiction.
It’s also worth mentioning that genetics might not be a direct
predisposing factor but may be having their influence indirectly through
personality. Pathological gamblers tend to be impulsive sensation
seekers with a low boredom threshold.
Behaviourist explanations
Mowrer’s two stage approach to explaining the acquisition and
maintenance of a behaviour usually assumes acquisition via classical
associations and SLT with operant explaining maintenance.
Usually operant conditioning is unable to explain acquisition. By
definition a behaviour needs to be performed before it can be
reinforced. However, addiction is a little different. Addiction does
not occur from the outset, but rather follows a period of time in which
the behaviour is performed. Acquisition of the behaviour can therefore
be explained traditionally using classical and SLT but there is a role
for all three in explaining initiation of the addiction phase.
Seeing others being rewarded for their gambling behaviour acts as a
vicarious reinforcer and may trigger the desire in others. Similarly,
as the national lottery reminds us, you have to be in it to win it.
There is an association between buying your ticket or scratchcard and
the possibility of that big win. Having triggered the behaviour an
early win will act as a powerful (operant) reinforcer that may then lead
to addiction.
Cognitive explanations
Perceptions are crucial. Gamblers over-estimate their level of control
in gambling situations and tend also to over-estimate their winnings and
under-estimate their losses. There is also the possibility of addictive
personality (considered later) which includes risk-taking, sensation
seeking and impulsivity. Risk taking however only seems to be common in
high-risk gambling situations such as casinos, suggesting that we need
to distinguish motives depending on the type of gambling.
Maintenance and Relapse
Chemical
Dopamine is released following a win and results in the ‘buzz’ we
associate with pleasure and excitement. So as with all other
addictions, gambling appears to trigger activity in the brain’s
mesolimbic system (MLS). Interestingly there also seems to be a
corresponding increase in noradrenaline activity, usually associated
with increased arousal and stress (the sympathetic nervous system).
Crucially there appears to be a difference between brain activity and
social gamblers when compared to pathological. Social gamblers get the
buzz whilst gambling, whereas mere anticipation of gambling can trigger
mesolimbic activity in the pathological.
Withdrawal from gambling produces very similar physical effects to
withdrawal from drugs, again suggesting similar brain mechanisms and
chemistry are involved. Typically withdrawal involves insomnia, loss of
appetite, muscle weakness, increased breathing, racing pulse and even
the chills associated with ‘cold turkey.’
Meyer et al (2004) measured heart rate and salivary cortisol levels in
ten male Blackjack players. The increases in both were similar to mild
but long lasting stress suggesting an increased level of arousal.
Perhaps it is this increase in sympathetic activity that acts as the
reinforcer.
Chase and Clark (2010) studied 24 regular gamblers. They completed a
computerized gambling game based on slot machines whilst their
mid-brains were scanned using fMRI. Increased activity in the
mesolimbic system resulted from wins but crucially also from near
misses. In addition, the higher the level of gambling severity the
greater the response recorded. Chase and Clarke conclude that
pathological gamblers get the greatest hit from a near miss. Makers of
fruit machines use this idea of ‘clustering’ to create high numbers of
near-miss scenarios which increase the perception of win likelihood and
decrease the perception of randomness.
Research like this is scientific, measurable and replicable. However,
it is also artificial in that there is no pressure from social
situations and the gamblers are not in real-life win/loss situations.
Recent research into lottery and scratchcard use throws up some
interesting differences. Scratchcards are high in ‘event frequency’
meaning there is a very short period of time between paying and winning
so the behaviour can be repeated quickly. This gives a quick hit and
creates physiological arousal. Lottery on the other hand appeals to a
‘sense of fantasy’ and the thought of winning millions. Young
scratchcard users (12 to 15 years) are more likely to smoke, drink
alcohol and take illegal drugs and are more likely to play fruit
machines. Does this indicate an addictive personality or is it due to
poverty or boredom?
The medical model clearly employs some familiar behaviourist terms such
as reinforcement and association.
Schedules of
reinforcement
The sections in italics on continuous and interval schedules is for
background information only. Variable ratio schedules tend to be
employed in gambling.
Continuous schedule
Operant conditioning is based on the idea of a behaviour reinforced is
likely to be repeated. However, the behaviour does not need to be
reinforced every time it is performed for the learning to take place.
In fact if a rat were to be fed every time it pressed a lever
(continuous reinforcement) it would very soon become full and lose
interest. Drinks machines operate on this schedule. Put money into a
drinks machine you expect to get something out every time. If you don’t
you stop the behaviour straight away… it becomes extinguished. If you
want to maintain a behaviour, in the absence of reward, for example as
is needed in casinos, bingo halls, amusement arcades, you need to adopt
a more irregular schedule of reinforcement.
Other schedules can be based on time (interval) or number of behaviours
performed (ratio).
Interval schedules
A behaviour may be rewarded every 5 minutes providing the behaviour has
occurred in that time. This is called fixed interval. Payment at the
end of the month would be a human example. Alternatively, reward may be
on a variable interval schedule. Reward may be after 5 minutes, or
sometimes 15, perhaps sometimes 2 minutes etc. This is less predictable
and leads to slower extinction. If after 5 minutes there is no reward
the animal keeps pressing. Perhaps reward may be after 25 minutes this
time.
Ratio schedules
Time is no longer an issue. In rat terms reward occurs after so many
presses. This may be every 10 presses (fixed interval) or it may be
variable ratio.
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Variable ratio
This is the most unpredictable of all patterns of
reinforcement. Some times the rat will be reinforced after 20
presses, sometimes 200 etc. This shows the slowest of all
extinction rates, the rat may go on pressing the lever hundreds
of times without receiving any food. A VR10 schedule (average
of 10 presses needed for reinforcement) produces a fast and long
lasting lever pressing in rats. No surprises therefore that
fruit machines and other forms of gambling are based on this
schedule. The victim has no idea when the next payout will be,
but continues putting in money long after the rewards have
stopped.
All forms of praise for weight loss, body art, fast driving etc.
are based on this schedule, ensuring that behaviour is
maintained long after the reinforcement ceases. |
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Operant conditioning of this sort is better at explaining maintenance as
opposed to initial acquisition.
However, it is effective at explaining both chemical and behavioural
addiction via the process of reinforcement. Chemical addiction can also
be explained in terms of avoidance of the punishment of withdrawal.
The behaviourist model always emphasises the role of environmental
factors in shaping our behaviour. It has long been known that
environment is crucial in relapse following treatment so the
behaviourist approach has been one of the more successful approaches in
the treatment of addictive behaviour.
As early as 1948, Wikler found that heroin addicts were far more likely
to relapse when in a similar situation or with the same people as when
indulging in the habit originally.
Shiffman (1996) asked former smokers to record when and where they
relapsed and found it was always in situations were readily available
and when with other smokers.
Evaluation of behaviourist approach
Operant conditioning is very good at explaining the maintenance of
addictive behaviour and at its persistence via the deliberate use of
variable ratio schedules of reinforcement.
However, classical conditioning is not so useful in explaining
behavioural addictions. If addiction is due to an association
between gambling behaviour (for example) and winning, then why
do addicts continue to gamble even after a very long losing
streak? Why doesn’t the behaviour become extinguished?

Cognitive model and Heuristics
Heuristics
A heuristic (like a schema or stereotype) is a mental shortcut that
allows us to make judgments and decisions, with minimal thinking effort
involved.
Heuristics of addictive behaviour are perhaps easiest understood if we
apply them to gambling.
Gambling is surely a perfect example of irrational thinking. Its very
premise seems to be built on a falsehood; the erroneous belief that an
individual can beat the odds. Griffiths suggests a number of such
heuristics. We shall consider a mere few of them:
Gambler’s fallacy
seems to be an obvious starting point: the idea that random events
equal themselves out over time. “I haven’t had a win for three months
so it’s my turn soon.” With the lottery, the idea that a number hasn’t
been drawn for twelve weeks so it must come up this time.
Availability bias:
is in some respects the above heuristic in reverse. The notion that
because something has happened in the past it will occur again in the
future. Big winners on the lottery get oodles of coverage leading us to
think it’s a common occurrence and hence likely to happen to us too. In
the early days of the lottery it soon became apparent that the number 44
was being drawn more than the others. Result: everyone was picking the
number 44!
Sunk cost bias:
another possible explanation of the gambler’s fallacy. Playing a game
costs money, we expect something in return sooner or later. Having made
that initial investment and not had a return we feel obliged to continue
so we don’t lose out. Long term we could potentially lose a lot more!
Representativeness bias:
the tendency to confuse a representative sample with a random sample.
Clearly games like the lottery require a random drawing of numbers.
However, when we come to choose a random sample we tend to pick numbers
that best represent the spectrum 1 to 49. As a result we are likely to
choose a single number, one from the twenties, one from the thirties
etc. The exception to this is the estimated thousands that pick
1,2,3,4,5,6!
Illusion of control:
gamblers tend to over-estimate the amount of control they have. With
the lottery this is minimal, however, I suppose being able to chose your
numbers provides some semblance of control. The illusion of control is
more likely with fruit machines which give the impression of control
with features such as ‘nudge’ and ‘hold’ even though in practice very
little skill is involved.
As well as heuristics there is also a tendency by many gamblers to make
it personal. Gamblers will switch from one bandit to another, claiming
the first one doesn’t like them. Some think they can con the machine by
only putting in £1 at the outset.
Mark Griffiths (1994)
A study that supports many of the ideas above.
Griffiths carried out a natural experiment on a volunteer sample of 30
regular gamblers comparing them to a control group of 30 occasional
gamblers. Particiapnts answered a poster advertisement placed around a
University campus.
Each participant was given £3 for which they got 30 gambling
opportunities on a fruit machine. Their aim was to win enough money to
make a total of 60 gambles which means that had to break even and win
back £3 from the money they had put in. If they managed to achieve 60
gambles with the initial £3 stake they were given the choice of either
keeping any of the winnings or carry on gambling.
Throughout the procedure the participants were
asked to ‘talk aloud’ so that their cognitive activity could be
assessed. Later they were each interviewed to gauge their perceived
skill level.
Findings:
Regular
gamblers
·
See themselves as more
skilful than non-gamblers (even though no such difference existed)
·
Made more irrational
statements
·
Made more statements
suggesting that the machine had a personality or moods
·
More likely to explain
losses as near misses or even as near wins.
Although the
gamblers were more likely to break even after 60 gambles they were also
five times more likely to stay on the machine until they had lost all of
their money.
Conclusions
Regular fruit
machine gamblers perceive themselves as more skilful than they really
are. The study supports the argument that regular fruit machine users
do use cognitive biases when gambling. However, he is cautious about
whether such findings do explain that the difference between regular and
non-regular gamblers. Are the heuristics the underlying cause of
irrational gambling or merely a symptom of a deeper personality defect?
Griffiths
argues that knowledge of the heuristics gamblers use could be used to
rehabilitate gamblers through cognitive behavioural modification. This
would involve modifying the thought patterns of an individual in an
attempt to moderate or stop their gambling.
However, the measures of skill and perception used in this study are
very subjective, based as they are, on self report techniques. Also the
self-selecting method of sampling ould not have gathered a
representative cross-section of gamblers.
Dickenson & Baron (2000) blame demand characteristics for the increased
verbalizations believing they are attempts by gamblers to explain their
behaviour to observers.
Evaluation of the cognitive model
As is usually the case with cognitive explanations it’s difficult to
disentangle cause and effect (chicken and egg if you will). Research
disagrees over what comes first the irrational thinking and heuristics
(which the model assumes are causes of addiction) or the addiction,
making the heuristics mere symptoms of the addiction.
Think of similar problems we’ve seen before:
Does faulty perception of body image create anorexia or is it a symptom?
Does negative thinking cause depression or is it a symptom?
Assuming that the heuristics pre-date the addiction then how do they
arise? Why don’t we all develop this way of thinking? What makes some
people more susceptible than others? Individual factors such as these
seem best explained by the biological model and the possibility of some
brains being more or less sensitive to dopamine and its rewarding
effects. This in turn being determined by our genes. Or perhaps
dispositional factors such as the fabled ‘addictive personality’ again
predisposes some of us to all manner of addictive behaviours.
It would seem logical to conclude that games based on skill (or at least
the perception of skill) would be more addictive given the cognitive
explanation and its ideas of illusions of skill etc. In games that are
clearly random such as the lottery, the illusion of skill and control is
going to be minimal in comparison to other forms of gambling such as
cards (perhaps excluding pontoon). Fruit machines employ what are
called structural techniques such as nudges, ladders and near wins to
make repeat gambling more likely.
Evolutionary explanations of gambling
Perhaps taking risks is of evolutionary advantage. But for those
prepared to venture forth and explore we might still be hunter-gatherers
dressed in antelope hide! Those prepared to seek out new environments,
strange new worlds (boldly going etc) in search of food and mates might
well have been placed at an advantage. More likely to thrive and more
likely to attract a mate and reproduce.
This might explain why it is younger men that are most attracted to the
risky business of gambling. Women of the same age becoming more
cautious.
When tested at the age of 11 to 15 both sexes are equally prepared to
take a gamble.
However, during the 16 to 21 age bracket, the percentage of men
increases and that of women decreases.
However, this could just as easily be due to socialization and the way
we are expected to behave!
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