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  2. Problem gambling - Wikipedia

    en.wikipedia.org/wiki/Problem_gambling

    This is an accepted version of this page This is the latest accepted revision, reviewed on 30 January 2025. Repetitive gambling despite demonstrable harm and adverse consequences Medical condition Problem gambling Other names Ludopathy, ludomania, degenerate gambling, gambling addiction, compulsive gambling, gambling disorder Specialty Psychiatry, clinical psychology Symptoms Spending a lot of ...

  3. Near-miss effect - Wikipedia

    en.wikipedia.org/wiki/Near-miss_effect

    The near-miss effect is boosted by conditional reinforcement and personal control. [3] [4] It stimulates reward-related parts of the brain such as the ventral striatum, [5] and can increase heart rate and dopamine transmission in the brain, [6] [7] with the stimuli causing the feeling that the gambler is close to a win.

  4. Illusion of control - Wikipedia

    en.wikipedia.org/wiki/Illusion_of_control

    The illusion of control is the tendency for people to overestimate their ability to control events. It was named by U.S. psychologist Ellen Langer and is thought to influence gambling behavior and belief in the paranormal. [1]

  5. Behavioral addiction - Wikipedia

    en.wikipedia.org/wiki/Behavioral_addiction

    Behavioral addiction is a treatable condition. [20] Treatment options include psychotherapy and psychopharmacotherapy (i.e., medications) or a combination of both. Cognitive behavioral therapy (CBT) is the most common form of psychotherapy used in treating behavioral addictions; it focuses on identifying patterns that trigger compulsive behavior and making lifestyle changes to promote ...

  6. Gambling - Wikipedia

    en.wikipedia.org/wiki/Gambling

    Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three elements to be present: consideration (an amount wagered), risk (chance), and a prize. [1]

  7. Gambler's fallacy - Wikipedia

    en.wikipedia.org/wiki/Gambler's_fallacy

    The effect the of gambler's fallacy can be observed as numbers are chosen far less frequently soon after they are selected as winners, recovering slowly over a two-month period. For example, on the 11th of April 1988, 41 players selected 244 as the winning combination. Three days later only 24 individuals selected 244, a 41.5% decrease.

  8. End-of-the-day betting effect - Wikipedia

    en.wikipedia.org/wiki/End-of-the-day_betting_effect

    The end-of-the-day betting effect is a cognitive bias reflected in the tendency for bettors to take gambles with higher risk and higher reward at the end of their betting session to try to make up for losses. William McGlothlin (1956) and Mukhtar Ali (1977) first discovered this effect after observing the shift in betting patterns at horserace ...

  9. Online gambling - Wikipedia

    en.wikipedia.org/wiki/Online_gambling

    Online gambling by young people can have a devastating impact on individuals, families, and communities. Due to their developmental stage, children and adolescents are at a heightened risk of developing this addictive behavior. Compulsive gambling can lead to feelings of shame, guilt, and loneliness in young people.