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The emergence of dependence on gaming is a complex phenomenon, in which many different factors play a role, however, the most important are:
Violations in the field of self-esteem ("narcissism")
Violations in the field of interpersonal relations
Violation of the regulation of the intrinsic excitation
The violation of own assessment is of particular importance. It is accompanied by a feeling of emptiness. Deeply rooted children's inferiority complexes are compensated by fantasies about greatness and omnipotence.
Initial profits reinforce self-esteem, awareness of self-importance, confirm a certain own exclusivity. Often at the beginning of the road there is an easy and quick win which is a starting push to own fantasy world.
In the sixties of the XX century British child psychiatrist John Bowlby created the attachment theory. He found that different types of attachments arise depending on the mother's sensitivity and her ability to tune in to the child.
Anxious-avoidant attachment type refers to children who, for example, are not sure that the person to whom they are attached is available to them. They have an expectation that their wishes are fundamentally rejected. Such symptoms are usually common for children who are often rejected in life. Children with this type of attachment are much more susceptible to various kinds of mental disorders compared to children with a secure type of attachment.
In addition, people who are obsessed with gaming often suffer from a bad relationship with the father. Such people have the experience of deceived expectations and disappointments.
The inability to regulate one's own internal tension and excitement manifests itself, for example, in a special constant concern of a gamer. Initially, motivation to play may be the desire to win and succeed, to overcome boredom and monotony or negative emotions. Gradually, the player gets into a vicious circle, the victims of which are all spheres of their life.
The player gets into a state of excitement during the game and tries to find excuses and logical explanations for his uncontrolled gaming. The player can also develop superstitious and magical thinking. Gradually, he goes further into the world of his own fantasies of greatness and success. There is alienation of a person from his usual circle of communication, they begin to plunge deeper into loneliness. Along with this, the way of thinking is gradually changing. The game becomes the main life activity, which leads to physical, spiritual and social decline in the process of personality development.
The gamer also has a reduced ability to control his own impulses. That means, they can not fully resist the internal striving to play. Contrary to numerous negative consequences, the patient's desire to relieve stress through gaming is intensifying.
This phenomenon has a certain neurobiological basis. The brain reward system is chronically excessively irritated, which leads to counter-regulation of the brain. The reward system starts to resist less and less. There is a neural adaptation of the brain to such a state. The player begins to increase the stakes in the game or the amount of time spent on gaming in order to experience the desired surge of emotions again and again. The strongest surge of emotions, which leads to increased dependence of a person, is, of course, the moment of opening the cards - the showdown.
Such players usually have the following fallacies and erroneous ideas about their own state:
Illusion of Control
The personal factor plays a rather significant role in gaming. Therefore, the player is inclined to explain the winnings with his own abilities, and write off the losses for bad luck and external circumstances.
"Monte Carlo Effect" (False Conclusion)
A conclusion about the change in the probability of the subsequent events onset is made from the results of previous phenomena. Example: on roulette black is dropped three times one after another, so the player thinks that the likelihood of red increases.
A False Idea of ??the Winning Probability
The player significantly overestimates his winning odds. For example, In 98% of cases the lotto game is self-defeating.
The Effect of a Close Hit ("Subconscious Regret and a Small Blunder")
This phenomenon can be explained with the the example of players who prefer slot machines. In order to win, a player needs 3 identical symbols on the screen, but only two of them appear. So the player makes a conclusion: "I was very close to winning! I have to try again!"
Falling into the trap
In this case, a false decision is fixed to justify the investments already made into the pot. For example a player may think: "Well, most likely, I have already lost, but since I reached the turn, then I need to look at the river card."
It is proved that dependent people make significantly increased number of wrong decisions while playing.
If you have noticed that something goes wrong and you suspect to be addicted, do not hesitate to contact corresponding organisations to be helped.
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