ADDC 2501: Substance and Process Addictions - Lecture Notes

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Flashcards covering core concepts from ADDC 2501, including substance vs. process addictions, gambling specifics, internet addiction, and Motivational Interviewing techniques.

Last updated 4:25 PM on 6/6/26
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33 Terms

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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.

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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.

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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.

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Odds

How probabilities are most often expressed in gambling wagers; they are always against the bettor (e.g., 11 in 44 or 25%25\% probability is expressed as 3:13:1 odds, meaning 33 chances of losing vs 11 chance of winning).

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Randomness

Events which occur without any predetermined direction, plan, purpose, or method, making outcomes difficult or impossible to predict.

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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.

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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.

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Temporal Telescoping

A cognitive distortion involving an exclusive focus on the amount won while discounting the amount spent to achieve that win.

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Magical Thinking

The belief that certain objects are imbued with powers which increase luck and the probability of winning.

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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.

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Problem Gambling

A pattern of gambling behavior that may compromise, disrupt, or damage family, personal, or vocational pursuits.

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High-Action Gambling

Primarily games of skill more likely to induce physiological arousal, such as roulette, craps, racetracks, high-stakes poker, and sports betting.

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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.

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Internet Addiction

Problematic use of online technology that is time-consuming and causes distress or impairs one’s functioning in important life domains.

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The Behavioural Addiction Triad

The combination of Internet, Smart Phones, and Social Media.

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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.

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Conformity Bias

The tendency to take cues for socially acceptable behavior from the actions of others rather than exercising independent judgment.

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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.

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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).

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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.

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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.

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Motivational Interviewing (MI)

A collaborative conversation style for strengthening a person’s own motivation and commitment to change.

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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.

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Spirit of MI: Acceptance

Involves Absolute Worth, Accurate Empathy, Autonomy Support (honoring self-direction), and Affirmation (acknowledging strengths).

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Spirit of MI: Compassion

A deliberate commitment to promote the client's welfare and give priority to their best interests.

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Spirit of MI: Evocation

A strengths-based approach aimed at 'calling forth' the arguments favoring change that already reside within the client.

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OARS

The four core skills of Motivational Interviewing: Open-ended questions, Affirming, Reflective listening, and Summarization.

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Simple Reflection

A reflective listening skill that involves a repeat or a slight rephrase of what the client has said.

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Complex Reflection

A reflection that adds meaning or emphasis to the client's statement, making an educated guess about implicit or unspoken content.

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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').

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Overshooting

Purposefully adding modifiers to intensify the emotional content of what a client has expressed (often used to address sustain talk).

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Undershooting

Adding modifiers to diminish the emotional content expressed by a client, which generally leads to continued exploration and sharing.

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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.