1) Problem Gambling

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31 Terms

1
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clinical terminology and history (3)

  • pathological gambling was first introduced in DSM- III as an impulse control disorder

  • in DSM 5 renamed to gambling disorder and moved to substance related and addictive disorders

  • problem gambling is a more general term with no precise criteria

  • gaming disorder new in ICD- 11


2
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gambling disorder in DSM 5 (12)

  • at least 4 of the following symptoms

  • pre occupied with gambling

  • needs to gamble with increasing amounts, tolerance

  • repeated attempts to reduce or quit gaming

  • restless or irritable when attempting to stop gambling, withdrawal

  • gambles as a means of escape or alleviate low mood

  • frequently returns to get even, loss chasing

  • lies to conceal involvement

  • jeopardised/ los relationship or job due to gambling

  • forced to borrow money due to gambling debt

  • dropped illegal acts to support gambling in DSM 5

  • not better explained by manic episode


3
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withdrawal to gambling (2)

  • found that psychological withdrawal symptoms in gambling were common to other substance use

  • 2/3 gamblers report more than 1 somatic withdrawal symptom


4
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loss chasing (4)

  • often regarded as the hallmark of when recreational gambling becomes problematic

  • a sociological study describes a spiral of intensifying gambling until all financial options are exhausted

  • chasing is a complex behaviour where gamblers can chase between both sessions, going back sooner and within sessions, increasing their bets

  • gamblers also chase following wins


5
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individual sensitivity of the diagnosis criteria (3)

  • loss chasing is too sensitive where too many non problem gamblers also endorse it

  • illegal acts is too insensitive where it is only endorsed by gamblers who already meet the diagnosis anyways so it doesn’t provide any leverage to the diagnosis

  • withdrawal symptoms was just right where it increases with severity of gambling disorder


6
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evidence for reclassification (5)

  • symptom hallmarks (withdrawal, tolerance)

  • co morbidities

  • shared heritability/ genetics

  • neuroimaging/ neurocognitive similarities

  • effective treatments


7
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what does a DSM diagnosis of problem gambling require

involves a face to face interview with a clinician as it requires their judgement to decide if they meet the criteria


8
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what else do we also need to assess gambling problems (3)

  • short self report instruments

  • south oaks gambling screen

  • problem gambling severity index


9
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south oaks gambling screen (4)

  • widely used and is translated into different languages

  • based on DSM III

  • probable pathological gambling score is more than 5

  • binary ratings (yes/no) asking lifetime gambling


10
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problem gambling severity index (3)

  • current gold standard measure

  • pre DSM 5

  • problem gambling is a score between 20- 27


11
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2014 prevalence survey (3)

  • PGSI: 0 is non problem, 8+ likely problem gambling

  • 3.3% moderate or likely problem gambling

  • 3.7% report online gambling


12
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2024 online survey (2)

  • 27% reported online gambling, increased x9

  • 15% reported moderate risk of likely gambling problems, major increase


13
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2026 BC prevalence survey (5)

  • legal survey commissioned by BC independent gambling control office

  • around 4000 online and 600 telephone survey

  • 19% report moderate or high risk problem gambling

  • from 2020 to 2026, there is a two times increase in online gambling

  • more gambling now done on mobile device rather than on laptop


14
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but what matters in how data is collected

the survey mode matters

15
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why does survey mode matters (5)

  • survey done on phone show 3% of moderate to high risk

  • but survey done on web show 19% of moderate to high risk

  • question of what the true value is, 3% or 19%

  • on the phone, people may be more prone to social desirability, don’t want to be seen as a gambler so they underestimate

  • but online may overestimate as people who are part of online panel may do everything online so online gambling is a high risk format


16
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how are the prevalence rates changing over time (2)

  • one argument is the total consumption model where as gambling increases at a population level, becomes more accessible, rates of problem gambling will rise (broadly agreed)

  • another argument is the adaption hypothesis where PG rates appears to drop in canada in 1990s- early 200s despite increased availability and society adapts to new technologies


17
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demographic predictors of problem gambling is increased among (6)

  • males/ men (unsure if it is sex or gender)

  • younger age, ppl in 20s

  • lower socioeconomic status

  • racialised groups including indigenous peoples, asian community in BC, migrant communities

  • people experiencing other mental health problems

  • but these are all correlations


18
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household survey done in the US (6)

  • conducted DSM survey and asked when they first gambled

  • 78% report lifetime gambling

  • 2.3% report any lifetime gambling problems

  • those with gambling problems start gambling at an earlier age

  • earlier age of onset gambling is a correlate of future gambling problem


19
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mental health problems and problem gambling (same survey done in the US) (4)

  • 0.6% have pathological gambling

  • among people diagnosed with pathological gambling, 96% report at least one co- existing disorder

  • common for co- morbidity with mood disorder, anxiety disorder, impulse control disorder and substance use disorder

  • mood and anxiety disorder often occur before gambling problem


20
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what can gambling disorder and drug addictions be regarded as

developmental disorders

21
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psychodynamic theory (4)

  • Bergler talked about problem gambling as masochism, the unconscious desire to lose

  • gambler is driven by underlying motive to punish themselves, opposes the idea that humans are motivated by reward and avoid punishment

  • driven by denial or rebellion against parental authority

  • recognises that problem gambling is not necessarily about winning money


22
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pathways model of problem gambling (3)


  • pathway 1: behaviourally conditioned problem gambling

  • pathway 2: emotionally vulnerable gambler

  • pathway 3: antisocial impulsive gambler

  • 3 pathways are not independent route but every person with a gambling addiction go through the basic model


23
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process of the basic pathways model (6)

  • at the start of the process there is an ecological factor, have to have the availability and accessibility of gambling

  • then there is conditioning or experience where there is excitement, arousal or irrational beliefs

  • depending on their experience, they keep going back to it but it is still recreational

  • but with repeated use, there is habit formation and tolerance starts to build

  • as it becomes repeated, they will start losing and chasing will occur where they start recover losses

  • symptoms of problem gambling emerge


24
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pathway 1 (5)

  • termed the behaviourally conditioned problem gambling

  • subtype of gambler for whom this sequence is all that happens

  • characterised by an absence of any apparent vulnerabilities

  • people in pathway 1 may exhibit depression and anxiety but these symptoms would be in response to the financial costs of gambling rather than preceding their gambling

  • entry into this subgroup may occur at any age, precipitated by exposure to gambling by chance


25
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evidence for pathway 1 (2)

  • anecdotally, many people seeking help for gambling problems report early big wins in their first experiences with gambling

  • early big wins could be a powerful one trial conditioning event and/ or could skew expected value calculations


26
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pathway 2

  • termed the emotionally vulnerable gambler

  • negative emotionality that predisposes some people to gambling engagement and persistence

  • includes depression, anxiety, childhood trauma, poor coping, life stresses

  • people in pathway 2 use gambling for escape or to cope with these negative emotions, negative reinforcement

  • thought to intersect between ecological factors and conditioning but unsure


27
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evidence for pathway 2 (3)

  • 129 casino visitors played 300 spins on a fake slot machines then answered questions about their level of flow

  • flow is a deep state of absorption

  • gamblers with higher depression scores reported higher flow scores


28
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pathway 3 (4)

  • termed the antisocial impulsive gambler

  • individuals in pathway 3 have a background history of impulsivity, ADHD, anti-sociality and/ or difficulties with executive function

  • these individuals engage in a wide array of high risk behaviours besides gambling, e.g. substance use, suicidality, criminal acts

  • their gambling often commences at an early age, rapidly escalates in intensity and may occur in binge episodes


29
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are pathway 2 and 3 together

no they are independent routes

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why did the pathways model take so long (3)

  • measuring all components of the original model was tricky

  • they spent years developing the gambling pathways questionnaire in order to do the study

  • statistic for testing the testing type theories are complex and require large samples


31
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what analysis did they use (5)

  • latent class analysis

  • 3 cluster model showed best fit compared to 2 or 4 clusters

  • 44% in pathway 1

  • 40% in pathway 2

  • 16% in pathway 3