Pathological Gambling
Pathological Gambling
Pathological gambling is being unable to resist impulses to gamble, which can lead to severe personal or social consequences.
Causes
Pathological gambling usually begins in early adolescence in men, and between ages 20 and 40 in women.
Pathological gambling often involves repetitive behaviors. People with this problem have a hard time resisting or controlling the impulse to gamble. Although it shares features of obsessive compulsive disorder, pathological gambling is likely a different condition.
In people who develop pathological gambling, occasional gambling leads to a gambling habit. Stressful situations can worsen gambling problems.
Symptoms
People with pathological gambling often feel ashamed and try to avoid letting others know of their problem. The American Psychiatric Association defines pathological gambling as having five or more of the following symptoms:
Committing crimes to get money to gamble
Feeling restless or irritable when trying to cut back or quit gambling
Gambling to escape problems or feelings of sadness or anxiety
Gambling larger amounts of money to try to make back previous losses
Having had many unsuccessful attempts to cut back or quit gambling
Losing a job, relationship, or educational or career opportunity due to gambling
Lying about the amount of time or money spent gambling
Needing to borrow money due to gambling losses
Needing to gamble larger amounts of money in order to feel excitement
Spending a lot of time thinking about gambling, such as remembering past experiences or ways to get more money with which to gamble
A psychiatric evaluation and history can be used to diagnose pathological gambling. Screening tools such as the Gamblers Anonymous 20 Questions can help with the diagnosis.
Treatment
Treatment for people with pathological gambling begins with recognizing the problem. Pathological gambling is often associated with denial. People with the illness often refuse to accept that they have a problem or need treatment.
Most people with pathological gambling enter treatment under pressure from others, rather than voluntarily accepting the need for treatment.
Treatment options include:
Cognitive behavioral therapy CBT has been found to be effective.
Self-help support groups, such as Gamblers Anonymous. Gamblers Anonymous is a 12-step program similar to Alcoholics Anonymous. Principles related to stopping the habit abstinence for other types of addiction, such as substance abuse and alcohol dependence, can also be helpful in the treatment of pathological gambling.
A few studies have been done on medications for the treatment of pathological gambling. Early results suggest that antidepressants and opioid antagonists naltrexone may help treat the symptoms of pathological gambling. However, it is not yet clear which people will respond to medications.
Like alcohol or drug addiction, pathological gambling is a chronic disorder that tends to get worse without treatment. Even with treatment, it's common to start gambling again relapse. However, people with pathological gambling can do very well with the right treatment.
Paradise Nevada
Paradise is an unincorporated town in the Las Vegas metropolitan area in Clark County, Nevada, United States. The population was 223,167 at the 2010 census. As an unincorporated town, it is governed by the Clark County Commission with input from the Paradise Town Advisory Board.
Paradise contains McCarran International Airport, University of Nevada, Las Vegas, and most of the Las Vegas Strip, including well-known hotels such as Caesars Palace, the Palms, and the MGM Grand. Therefore, many tourists visiting the Las Vegas area actually spend most of their time in Paradise, rather than in the City of Las Vegas. Despite this, Paradise remains relatively unknown, since “Paradise, NV” does not appear in postal addresses. The United States Postal Service has assigned “Las Vegas, NV” as the place name for the ZIP codes containing Paradise. Nonetheless, if Paradise were to be incorporated, it would be one of the largest cities in Nevada.
Las Vegas Valley
The Las Vegas Valley is the heart of the Las Vegas-Paradise, NV MSA also known as the Las Vegas–Paradise–Henderson MSA which includes all of Clark County, Nevada, and is a metropolitan area in the southern part of the U.S. state of Nevada. The Valley is defined by the Las Vegas Valley landform, a 600 sq mi 1,600 km2 basin area that contains the largest concentration of people in the state. The history of the Valley significantly intertwines with the history of the city of Las Vegas and one of the two primary cities as used by the census bureau in the MSA, with the other being Paradise. The valley is home to the three largest incorporated cities in Nevada: Las Vegas, Henderson and North Las Vegas.
The names Las Vegas and Vegas are used to indicate the valley, the strip, the city and are used as a brand by the Las Vegas Convention and Visitors Authority and used to denominate the entire region. The metropolitan area's population was at 741,459 in 1990. The population was approximately 2 million in 2010 estimated. The valley is an area generally defined by the Spring Mountains on the west, Sheep Mountains to the north, Muddy Mountains and Lake Mead to the east, and the Black Mountains to the south.
The area is known for its extensive gaming, shopping and fine dining offerings. Outdoor lighting displays are everywhere on the many tourist destination buildings in the area. Las Vegas, which bills itself as The Entertainment Capital of the World, is famous for the number of casino resorts and associated entertainment. Las Vegas is also home to a growing retirement community. As seen from space, Las Vegas is the brightest city in the world.
Play is a range of voluntary, intrinsically motivated activities normally associated with pleasure and enjoyment. Play is commonly associated with children, but positive psychology has stressed that play is imperative for all higher-functioning animals, even adult humans.
The rites of play are evident throughout nature and are perceived in people and animals, although generally only in those species possessing highly complex nervous systems such as mammals and birds. Play is most frequently associated with the cognitive development and socialization of those engaged in developmental processes and the young. Play often entertains props, tools, animals, or toys in the context of learning and recreation. That is, some hypothesize that play is preparation of skills that will be used later. Others appeal to modern findings in neuroscience to argue that play is actually about training a general flexibility of mind – including highly adaptive practices like training multiple ways to do the same thing, or playing with an idea that is good enough in the hopes of maybe making it better.
Some play has clearly defined goals and when structured with rules is called a game, whereas, other play exhibits no such goals nor rules and is considered to be unstructured in the literature. Play promotes broaden and build behaviors as well as mental states of happiness – including flow.
Play has traditionally been given little attention by behavioral ecologists. Edward O. Wilson wrote in Sociobiology that No behavior has proved more ill defined, elusive, controversial and even unfashionable than play. Though it received little attention in the early decades of ethnology, and instead only existed as a matter of study within human psychology, there is now a considerable body of scientific literature resulting from research on the subject. Play does not have the central theoretical framework that exists in other areas of biology.
Ethnologists frequently divide play into three general categories: Social play, locomotors play and object play. Locomotors play is the pretend playing that a very young animal participates in when alone. The jumping and spinning characteristic of locomotors play can best be seen in young goats. Researchers have theorized that locomotors play helps the cells in the cerebellum of the brain to develop connections. Types of play listed by psychiatrist Dr. Stuart Brown expand upon these basic categories to include fantasy and transformational play as well as body, object, social. The National Institute for Play describes the previous five play types, as well as the play types attunement and narrative.
The broaden and build behaviors it fosters may have even greater value for adults than children. The mental state of flow is also a major component of play, and has itself been associated with things like creativity and happiness. Brown often quotes Brian Sutton-Smith's insight: the opposite of play is not work, it is depression. 6] Examples of adult play abound e.g. the arts, but also curiosity driven science.
Tim Brown explains that a value like a bit of shamelessness during the creative process is extremely important in adult designers.
Play may allow people to practice useful habits like learned optimism, which might help manage existential fears. Play also offers the opportunity to learn things that may not have otherwise been explicitly or formally taught e.g. how to use, and deal with, deceit and misinformation. Thus, even though play is only one of many habits of an effective adult, it remains a necessary one.
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