Gamb L approach

Cards (9)

  • Social Learning:
    ·         Many people start gambling by observing others and experiencing vicarious reinforcement
    ·         Observation may not always be direct (face to face), observation of role models could happen through the social media or in films for example (glamourisation of gambling).
  • Classical Conditioning
    ·         Gambling UCS- raised heart rate UCR
    ·         Slot machine sounds NS- no response
    ·         Slot machine sounds CS- raised heart rate- CR
    ·         Other examples- sport associated with gambling, flashing lights associated with gambling
  • Positive Reinforcement
    Positive Reinforcement
    ·         Through wins
    ·         Through the buzz of playing
    ·         ‘big win’ near the start
    ·         ‘near misses’- a short lived burst of excitement and tension
  • Negative Reinforcement
    Escape from every day anxiety/reality
  • Continuous reinforcement
    Behaviour is rewarded every time (can't consider gambling)
  • Partial Reinforcement
    Behaiour is only rewarded some of the time
  • Fixed Ratio
    Behaviour is rewarded on fixed schedule e.g every 2nd/4th time
  • Variable Ratio
    Behaviour is rewarded on unpredictable schedule e.g after 1 response, then after 4 responses, then 5, then 9
  • Relapse
    ·         Conditioned cues associated with gambling: adverts, colourful look of lottery scratch cards. Flashy casino environment, sounds, sights
    ·         When the person experiences the cue, they get the physiological and emotional reaction that gambling brings
    ·         Cues are everywhere (betting shops, gambling adverts)
    ·         This puts them at risk of relapse.