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Bridging the Gap between Research and Practice Bridging the Gap between Research and Practice

Bridging the Gap between Research and Practice - PowerPoint Presentation

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Bridging the Gap between Research and Practice - PPT Presentation

Mark R Dixon amp 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 Treatment should be designed to treat what the cause of the gambling is not just the gambling ID: 440091

gambling win slot play win gambling play slot roulette based trials rules effect dixon machine intervention outcome misses baseline

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Slide1

Bridging the Gap between Research and Practice

Mark R. Dixon & Alyssa Wilson

Southern Illinois UniversitySlide2

The Road to Somewhere…..Slide3

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. Slide4

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 gamblingSlide5

Classic Behavioral Treatments

Aversive Conditioning

Thought suppression

Self-monitoring/reinforcementSlide6

Contemporary Behavioral Contributions

Contingency-based ModelsSlide7

Response CostSlide8
Slide9

Behavioral Contributions

Contingency-based Models

Language-based Models

External rulesSlide10

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 Slide11

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 Slide12

Behavioral Contributions

Contingency-based Models

Language-based Models

Delivered Rules

Self-RulesSlide13

Recent Attention Paid to Near-MissSlide14
Slide15
Slide16

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 machineSlide17
Slide18
Slide19

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 Slide20

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 gamblingSlide21

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?Slide22

Almost winning…A verbal event

“Almost”Slide23

“9 + 4 = 14”

“9 + 4 = 14”

Antecedent

“Almost” + GCR

“What is 9 + 4 ?”

Speaker

Listener

Math Time

Behavior

Consequence

“What is 9 + 4 ?”

Verbal Construction

Note: GCR might be < for “almost” than for “correct”Slide24

Looking for House #34

See House #26

“Almost There”

Arrive Soon at House #34

Antecedent

Behavior

ConsequenceSlide25

Looking for House #34

See Gas Station

“Almost There”

Arrive Soon at House #34

Antecedent

Behavior

Consequence

See Sign for Off Ramp

See Sign for Sunset Blvd

See House #26Slide26

“Almost”

Desired Outcome

In Close ProximitySlide27
Slide28

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)Slide29

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 taskSlide30
Slide31
Slide32

More than Slots

Many more types of near misses occur while gambling:

Blackjack

Roulette

CrapsSlide33

BlackjackSlide34

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 handSlide35

Results

2 factor Near-Miss Effect

Non-bust loss

Mathematical difference between dealer and player

Minimal Difference between player and dealer cards

Non-Bust (under 21)

Near

Miss

Minimal Difference between player and dealer cards

Bust

(over 21)

No Near MissSlide36

Average Loss TrialsSlide37

All Loss Trials (all players combined)Slide38

RouletteSlide39
Slide40

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 10Slide41
Slide42
Slide43

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?Slide44

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 hallwaySlide45

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 contextsSlide46

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 minutesSlide47

Which One??

A

BSlide48

Which One??

A

BSlide49

Which One??

A

BSlide50
Slide51
Slide52
Slide53

Variations of Effect

The Near-Miss effect varies

Not based exclusively on physical characteristics of the stimulus

Core behavioral process rests on altering of psychological function of the stimulus (stimuli)

Altering psychological function will alter the type of stimulus that is considered a near-missSlide54

Variations of Assessment

The Near-Miss Effect can be assessed with novel methods and produce similar effects

Verbally based interventions for gamblers who are under control of near-misses appear promisingSlide55

Nastally

and Dixon (2011): The Psychological Record

N=3 Pathological gamblers

MBL across participants

Baseline Computerized slot machine play

50, 70, 90 trials at baseline

Report out loud how close each outcome was to a win

1 (very far from a win) to 10 (very close to a win)Slide56

SIMULATIONSlide57

SIMULATION

Visible Symbols

on WheelSlide58

Treatment

Intervention

ACT intervention targeted each of the 6 components

Intervention delivered via PowerPoint presentation each 5 min in length

Slides consisted of words/pictures in form of directions + experiential exercises

Each component was delivered at equal length of time

Return to computerized slot machine playSlide59

Psychological

FlexibilitySlide60

Baseline Play and Self-Ratings

Baseline Play and Self-Ratings

Baseline Play and Self-Ratings

30 min ACT

30 min ACT

30 min ACT

Post-Treatment Play and Self Ratings

Post-Treatment Play and Self Ratings

Post-Treatment Play and Self Ratings

Time

Client 1

Client 2

Client 3