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Flashcards covering core concepts from ADDC 2501, including substance vs. process addictions, gambling specifics, internet addiction, and Motivational Interviewing techniques.
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Substance Addiction
The state in which, or process whereby, an individual becomes physically and-or psychologically dependent on a substance, resulting in repeated use of the substance despite harmful consequences.
Process Addiction
Also known as behavioural addictions, this is a state where an individual compulsively engages in and becomes psychologically dependent on a rewarding non-drug-related behavior despite harmful consequences to mental, social, financial, and physical well-being.
Gambling
Risking something of value when there is an element of randomness or chance associated with the outcome, or risking something you have to get something you don’t have.
Odds
How probabilities are most often expressed in gambling wagers; they are always against the bettor (e.g., 1 in 4 or 25% probability is expressed as 3:1 odds, meaning 3 chances of losing vs 1 chance of winning).
Randomness
Events which occur without any predetermined direction, plan, purpose, or method, making outcomes difficult or impossible to predict.
Intermittent Reinforcement
Also known as Variable Ratio, this is the primary reinforcing hook in gambling where reinforcement is delivered after an unpredictable/random number of behaviors, making the behavior stronger and more resistant to extinction.
Magnification of Skill
A cognitive distortion in gambling involving the ignoring of the role of randomness and odds in determining the outcome, and a belief in a winning system or strategy.
Temporal Telescoping
A cognitive distortion involving an exclusive focus on the amount won while discounting the amount spent to achieve that win.
Magical Thinking
The belief that certain objects are imbued with powers which increase luck and the probability of winning.
Gambler’s Fallacy
The belief that luck must change and that each loss is a step towards a win, or that a close winning combination signifies a big win is coming next.
Problem Gambling
A pattern of gambling behavior that may compromise, disrupt, or damage family, personal, or vocational pursuits.
High-Action Gambling
Primarily games of skill more likely to induce physiological arousal, such as roulette, craps, racetracks, high-stakes poker, and sports betting.
Escape Gambling
Primarily passive games of chance where the skill of the player has no bearing on the outcome, often resulting in dissociation; examples include bingo, lotteries, and slot machines.
Internet Addiction
Problematic use of online technology that is time-consuming and causes distress or impairs one’s functioning in important life domains.
The Behavioural Addiction Triad
The combination of Internet, Smart Phones, and Social Media.
Novelty
A core feature of process addictions involving a tendency to prefer things if they are new or the repeated engagement in a behavior for the perceived likelihood of producing new experiences.
Conformity Bias
The tendency to take cues for socially acceptable behavior from the actions of others rather than exercising independent judgment.
Unrestricted Accessibility
The condition where a behavior is extensively available and accessible, which increases the recurrence of that behavior over time for those predisposed to it.
The Hooked Model
A model of behavioural addiction consisting of four phases: Trigger (cues), Action (the behavior), Variable Reward (unpredictable reinforcement), and Investment (user effort increasing attachment).
Ambivalence
The state of wanting and not wanting to change at the same time; viewed as a normal aspect of human nature and a natural phase in the process of change.
The Fixing Reflex
Also known as the Righting Reflex, it is the tendency of helpers to try to solve problems or fix things for a client without conscious awareness, often characterized by excessive directing.
Motivational Interviewing (MI)
A collaborative conversation style for strengthening a person’s own motivation and commitment to change.
Spirit of MI: Partnership
The element of MI that assumes people are experts on themselves and involves working 'for' and 'with' a person rather than 'on' or 'to' them.
Spirit of MI: Acceptance
Involves Absolute Worth, Accurate Empathy, Autonomy Support (honoring self-direction), and Affirmation (acknowledging strengths).
Spirit of MI: Compassion
A deliberate commitment to promote the client's welfare and give priority to their best interests.
Spirit of MI: Evocation
A strengths-based approach aimed at 'calling forth' the arguments favoring change that already reside within the client.
OARS
The four core skills of Motivational Interviewing: Open-ended questions, Affirming, Reflective listening, and Summarization.
Simple Reflection
A reflective listening skill that involves a repeat or a slight rephrase of what the client has said.
Complex Reflection
A reflection that adds meaning or emphasis to the client's statement, making an educated guess about implicit or unspoken content.
Double-Sided Reflection
A type of complex reflection used to reflect ambivalence by capturing both sides of the client's conflict (e.g., 'Alcohol has brought you comfort—but it’s coming at too high a cost').
Overshooting
Purposefully adding modifiers to intensify the emotional content of what a client has expressed (often used to address sustain talk).
Undershooting
Adding modifiers to diminish the emotional content expressed by a client, which generally leads to continued exploration and sharing.
Summarization
An extended reflection involving the key points and themes of a longer period of conversation, used to collect information, link ideas, or transition between topics.