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Bridging the Gap between Research and Practice. Mark R. Dixon & Alyssa Wilson Southern Illinois University. The Road to Somewhere…. Problem gambling is not the problem. Problem gambling is the outcome of deeper rooted clinical problem.
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Bridging the Gap between Research and Practice Mark R. Dixon & Alyssa Wilson Southern Illinois University
Problem gambling is not the problem. • Problem gambling is the outcome of deeper rooted clinical problem. • Treatment should be designed to treat what the “cause” of the gambling is, not just the gambling itself. • Life is not just “fine” except for problems with gambling.
Popular Treatment Approaches • Gamblers Anonymous • Disease model • Client is a victim • You never “beat” the disease • No active treatment. Social support group. • Self-Exclusion Programs • Self or court orders gambler to be banned from gaming establishments • No way to ban online or illegal local gambling • Medication • Certain dopamine blockers can be effective at suppressing gambling for some people • Remove the medication, the problem returns • Psycho-educational • Teach people about game odds • Teach about risk to self or others from repeated gambling
Classic Behavioral Treatments • Aversive Conditioning • Thought suppression • Self-monitoring/reinforcement
Contemporary Behavioral Contributions • Contingency-based Models
Behavioral Contributions • Contingency-based Models • Language-based Models • External rules
Dixon (2000) – The Psychological Record • Subjects: 5 Recreational roulette players • Baseline: Wagered on numbers they picked or the experimenter picked. • Intervention: Provided rules to the subjects • Roulette is easy to win; the more you play the more you win; the best way to win is to pick your own numbers • Roulette is a losing game; the more you play the more you lose; the experimenter can not predict good/bad numbers • Outcome: relative rise and decline in wagers while contingencies remained the same • Conclusion: Rules matter – contingencies do not
Dixon, Hayes, & Aban (2000) – The Psychological Record • Subjects: 45 Recreational roulette players • Baseline: Wagered on numbers they picked or the experimenter picked. • Intervention: Provided one set of rules to the subjects • Roulette is easy to win; the more you play the more you win; the best way to win is to pick your own numbers • OR--- • Roulette is a losing game; the more you play the more you lose; the experimenter can not predict good/bad numbers • Outcome: relative rise and decline in wagers while contingencies remained the same • Conclusion: Rules matter – contingencies do not
Behavioral Contributions • Contingency-based Models • Language-based Models • Delivered Rules • Self-Rules
Procedure • Participants – 18 recreational slot machine players • Setting - small room, computer, video camera, observation mirror. Three computerized slot machines available concurrently. • Method – • 100 trials w/ 20% chance of a win on every trial • 100 trials w/ 0% chance of a win on every trial • Various densities of near-misses on each “slot machine” • Reinforcement densities were constant on each slot machine
What we know: • Subjects will rate near-miss displays as: • Closer to wins • More pleasurable / less aversive to look at • Subjects will prefer near-misses in concurrent operant preparations • Density effect of NM • Extinction conditions alter preference • Neurological traces of the near-miss • Near-misses produce different levels of dopamine in brain • Pathological gamblers react neurologically different than non-pathological
What we don’t know: • What behavioral process produces a near-miss effect? • Will the near-miss effect be demonstrated with other casino games? • Can the near-miss effect be assessed independently of the by-chance reinforcers that occur during gambling
What Actually is the Near-Miss Effect? • Product of Stimulus Generalization • Current display looks structurally similar to a reinforced display, and thus it serves reinforcing function • A Discriminative Stimulus • Signals the availability of an upcoming reinforcer • Product of Verbal Construction Or, an interaction of all the above?
Almost winning…A verbal event “Almost”
Verbal Construction Consequence Behavior Antecedent “9 + 4 = 14” “What is 9 + 4 ?” Speaker Math Time “Almost” + GCR “9 + 4 = 14” “What is 9 + 4 ?” Listener Note: GCR might be < for “almost” than for “correct”
Looking for House #34 Consequence Antecedent Behavior See House #26 “Almost There” Arrive Soon at House #34
Looking for House #34 Consequence Antecedent Behavior See Gas Station “Almost There” Arrive Soon at House #34 See Sign for Off Ramp See Sign for Sunset Blvd See House #26
“Almost” Desired Outcome In Close Proximity
Methods • 16 participants with history of gambling • Rating of 100 various slot machine displays • Near miss - loss - win HOW CLOSE IS THIS DISPLAY TO A WIN? 1 (not at all) 5 10 (very much like a win)
Methods • Phase 1: • Rate slot machine images • Phase 2: • Develop 3 three member stimulus classes • Attempt to derive “almost” to non-near miss display • Phase 3: • Repeat exposure to Phase 1 task
More than Slots • Many more types of near misses occur while gambling: • Blackjack • Roulette • Craps
Near Miss: Blackjack • Participants: • 5 undergrads with history of playing cards for money • Paid 50 dollars in lotto drawing based on # of chips left • 50 trials (1o practice trials) • Data Collection • Self-recorded data • Experimenter IOR on 30% trials • End of trial – circle number 1-9 on how close their hand was to a win • 1 = no chance ; moderate chance; good chance (as anchors) • Record their score, dealer’s score and if they won or not on that given hand
Results • 2 factor Near-Miss Effect • Non-bust loss • Mathematical difference between dealer and player Near Miss Non-Bust (under 21) Minimal Difference between player and dealer cards No Near Miss Bust (over 21) Minimal Difference between player and dealer cards
Near Miss: Roulette • Participants: • 28 College Undergraduates (run concurrently) • Extra credit value based on winnings • First 5 students to hit a number = 10 x points • Next 5 = 5 x points • Remainder of students = 1 x point • Played 60 trials of roulette • 1 single bet on a single number (1:38 odds of winning) • Rating of outcome • “How close to a win was this outcome for you?” • Scale 1 to 10
Alternative Methods • Self-reports of: • How close to win • How much do you like • Preference for near-misses during gambling • Interaction between display and superstitious reinforcement • Can we show a “preference” for near-misses absent of the reinforcement interaction?
Paired-Choice Near- Miss • Participants • 34 College Undergraduates • Awarded course extra credit • Randomly assigned to 2 groups of 17 • Instructed to choose between two slot images. • “Which one would you rather see if you were playing a slot machine?” • Procedures • Exposure to 120 trials of 3 trial types • Win vs Loss • Win vs Near Miss • Near Miss vs Loss • Experimental Group • 5 min intervention • Control Group • 5 min break in hallway
Intervention Details • Prior research suggests that rules are effective ways of altering gambling behavior • Dixon (2000); Dixon, Aban, & Hayes (2000) • Dixon & Delaney (2006) • Prior research also suggests that the deliteralization of language can alter the current functions of a specific verbal stimulus • Aka: defusion in therapy contexts
Experimental Intervention: (one slide) • Almost winning is not winning at all • Almost winning is a trick played on you by the slot machine • Almost winning makes you feel good, but it is false feeling • Losing is losing is losing is losing is losing is losing • Repeat for 2 minutes
Which One?? A B
Which One?? A B
Which One?? A B