Category Archives: Cyberpsychology

Let’s talk about sex: A brief overview of narratophilia

Narratophilia is a sexual paraphilia in which an individual derives sexual pleasure from the use of dirty, pornographic and obscene words or sexual story telling with a sexual partner (and is akin to the watching of filmed obscene and/or pornographic material). This can occur face-to-face with a person or via other synchronous media (such as on the telephone [including telephonic sex chat line services] or via Skype on the internet). This is different from telephone scatophilia as all parties are consenting adults (whereas in telephone scatophilia, the person on the receiving end of the obscene and dirty language is a victim who did not give consent for their involvement). In an internet essay on narratophilia, Michael Furlong says that the different ways in which an individual may achieve narratophilia are:

“Story telling by one partner to another during or before sex, erotic literature, cyber sex, audio tape, or phone sex (Blasingame 2005). Texting has also become a very popular way to cause arousal for the both the person sending and receiving. These stories can occur in a casual or common place, but the stories must also be genito-erotically essential (meaning that the narrative must specifically focus on imagery of the genitalia)”

According to (the late) Professor John Money, narratophilia can also be used to describe the reciprocal condition where an individual’s sexual focus is on the hearing of someone speak erotic, obscene, or pornographic words or stories. Some people have argued that narratophilia also includes the reading and writing of obscene and pornographic material particularly if it is used in synchronous electronic media such as online bulletin boards, online chat rooms and mobile phone texting services (so called ‘sexting’). Obviously, definitions of narratophilia were formulated before the advent of the internet age.

However, as Dr Joel Milner, Dr Cynthia Dopke, and Dr Julie Crouch note in a 2008 review of paraphilias not otherwise specified:

“When the criteria for narratophilia are met, the mode of communication can take any form, including telephone sex services, computer-based erotic bulletin boards, and Internet emails. Thus, although a new paraphilia, “chat-scatophilia,” has been proposed to describe an erotic focus on sending obscene words over the Internet (Abal, Marin, & Sanchez, 2003), we do not believe that a new category for Internet transmission of obscene messages is warranted. Furthermore, the degree of overlap between the existing paraphilic categories of narratophilia and telephone scatophilia remains to be determined”

At present, narratophilia is listed as a “paraphilia not otherwise specified” in the American Psychiatric Association’s Diagnostic and Statistical Manual (DSM-IV). Paraphilia listed in the ‘not otherwise specified’ category are said to occur much less frequently than the paraphilias that are individually listed (e.g., necrophilia, zoophilia, klismaphilia) in this category. However, it is thought that many couples use narratophilic elements during their sexual behaviour. Here the use of spoken obscene words or pornographic language heightens the sexual arousal but is not a necessary prerequisite for sexual arousal to occur. As a consequence, narratophilia can be classified into one of three types

  • Exclusive narratophiia: In this type, the individual is unable to get sexually aroused without the telling of a sexual story or obscene language being used. It is thought that this is extremely rare.
  • Preferred narratophilia: In this type, the individual has a preference for narratophilic activities to ‘normal’ and conventional sex. They can still become sexually aroused and have sex without the use of obscene words and/or pornographic stories but would simply prefer to be engaged in narratophilic activity when possible. Again, this is thought to be relatively rare although more common than exclusive narratophilia.
  • Optional narratophilia: In this type, the individual may just engage in narratophilic behaviour as a form of sexual experimentation in an attempt to enhance and facilitate conventional sexual behaviour. This is thought to be fairly common and widespread among consenting sexual couples.

In their 2008 review of paraphilias not otherwise specified, Dr Joel Milner and colleagues said that there was only one other paraphilia that narratophilia potentially overlapped with (i.e., telephone scatophilia). They also differentiated paraphilias into one of four categories: (i) nonhuman objects, (ii) suffering or humiliation of oneself or one’s partner, (iii) children or other non-consenting persons, and (iv) atypical focus involving human subjects (self and others). Milner and colleagues classified narratophilia as being in the second category (i.e., suffering or humiliating of oneself or one’s partner). This was presumably because of the humiliation that the individual or their consenting partner might go through by engaging in the story telling or listening of unreal sexual fantasies. However, anecdotal evidence suggests that most individuals (and their partners) experience no feelings of humiliation so being classed in this category seems to be misguided. Personally, I would class it under the ‘atypical focus’ category.

As there are no empirical data on narratophilia, it is thought to be rare. In the 1986 book Touching: The Human Significance of the Skin, Ashley Montagu claims that narratophilia is more common in men (which based on other paraphilic behaviour would seem reasonable to assume). However, there is no research evidence to empirically confirm the observation. Michael Furlong says that because paraphilias are stimulated by the brain and not by touch, narratophilia is more likely to occur in men. He argues that:

“Because narratophilia can be achieved without even another person being present, this is why it is most common among men. Feel and contact are essential to a woman’s arousal. Because narratophilia is done through verbal communication, women are not as easily aroused by this”

Given that so many couples appear to use narratophilic elements within the context of their conventional sex lives, there has been controversy as to whether narratophilia should even be considered as a paraphilia. The American Psychiatric Association would only consider narratophilia a disorder if the individual was experiencing personal distress or impairment, or harm to others. An example of where narratophilia might be considered a disorder is when the behaviour leads to marital discord. Furlong briefly recounted one of Professor John Money’s case vignettes:

“A man in Minnesota lost his family and job after he was arrested for engaging in homosexual activity in a men’s bathroom. He acted as a bisexual by having sex with his wife once every Saturday and he would later admit that he aroused himself with his wife by narrating military stories to himself from his days of military service about the masturbatory exploits of soldiers”.

Personally, I feel the negative impact (i.e., loss of job and family) was due to repeated homosexual infidelity rather than the narratophilia. However, this does not mean that narratophilia cannot be considered a bona fide paraphilia in some circumstances.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Abal, Y.N., Marin, J.A.L., & Sanchez, S.R. (2003). Nueva parafilia del siglo XXI: Chat-escatofilia. Archivos Hispanoamericanos de Sexologia, 9, 81-104.

Blasingame, G. (2005). Developmentally disabled persons with sexual behavior problems: Treatment, management, and supervision (2nd ed.). Oklahoma City, OK: Wood & Barnes Publishing.

Dalby, J.T. (1988). Is telephone scatalogia a variant of exhibitionism? International Journal of Offender Therapy and Comparative Criminology 32, 45-50.

Furlong, M. (2011). Narratophilia. Located at: http://sexual-communication.wikispaces.com/Narratophilia

Milner, J.S. Dopke, C.A. & Crouch, J.L. (2008). Paraphilia not otherwise specified: Psychopathology and Theory In Laws, D.R. & O’Donohue, W.T. (Eds.), Sexual Deviance: Theory, Assessment and Treatment (pp. 384-418). New York: Guildford Press.

Montagu, A. (1986). Touching: The Human Significance of the Skin. New York: Harper & Row.

Money, J. (1986). Lovemaps: Clinical concepts of sexual/erotic health and pathology, paraphilia, and gender transposition in childhood, adolescence, and maturity. New York: Irvington.

The ‘In’ Crowd: Is there a relationship between ‘in-play’ betting and problem gambling?

For those of us who watch football on the television in the UK, it is almost impossible to watch a game without seeing the many gambling adverts alerting us to the fact we can now bet on over 60 ‘in-play’ markets while watching the game. Should I wish to, I can bet on everything from who is going to score the first goal, what the score will be after 30 minutes of play, how many yellow cards will be given during them game and/or in what minute of the second half the first free kick will be awarded.

‘In-play’ betting is arguably the fastest growing form of gambling in the UK and the UK’s leading ‘in-play’ bookmaker Bet 365 made over £500 million last year. One of the issues I have been asked by the press is to what extent ‘in-play’ betting can be problematic. One of the interviews I did recently was with the Mail on Sunday who published some of my comments yesterday in an article entitled Risky business: With the advent of online gambling, are we creating an epidemic of addiction? ’I was quoted as saying:

‘What the in-play markets have done is take what was traditionally a discontinuous form of gambling – where you make one bet every Saturday on the result of the game – to one where you can gamble again and again and again. You cannot become addicted to something unless you are constantly being rewarded. If the reward only happens once or twice a week, it’s impossible to become addicted. In-play has changed that”

This indeed was a good summary of the interview I did. In-play betting is something that many of us in the problem gambling field are keeping an eye on because it’s taken something that has traditionally been a non-problem form of gambling to something that is more akin to betting on horse racing. At a typical Gamblers Anonymous group, you will get horse racing addicts, slot machine addicts, casino addicts, but it was rare that you got anyone ever having problems with things like football betting, mainly because football betting opportunities were once a week on the pools or betting before the match on a Saturday afternoon.

As I noted in my published quote above, if the reward for gambling only happens once or twice a week, it is completely impossible to become addicted. In-play has changed that because we now have football matches on almost every day of the week making a daily 2-hour plus period of betting seven days a week. As a psychologist who has researched problem gambling for over 25 years, I would assess the structural characteristics of this type of activity and associate it with the type that causes problem gambling for those that are vulnerable and susceptible. So why do I think this?

When considering speed and frequency of gambling in relation to problem gambling, concepts such as event duration, event frequency and payout interval can often be misunderstood and applied in the wrong context. Often, these are mistaken for having the same meaning. Furthermore, concepts such bet frequency and event duration are often ignored despite their importance of their role in the speed and frequency of betting. All of these terms refer to slightly different aspects of gambling although they are all implicated factors that affect speed and frequency.

Event duration essentially refers to how fast the “event” is (i.e., the speed of a gambling activity such as a reel spin on a slot machine that typically lasts for a few seconds). Professor Alex Blaszczynski and his colleagues at the University of Sydney (Australia) noted that gamblers prefer faster speeds and find fast speeds while playing more enjoyable. Therefore, they argued that gamblers’ motivation to play could encourage more persistent gambling activity. Another study by Professor Ladouceur and Dr. Serge Sevigny at the University of Laval (Quebec, Canada) investigated the effects of slot machine game speed on concentration, motivation to play, loss of control, and number of games played on people randomly assigned to either a high-speed (5 seconds) or a low-speed (15 seconds) gambling condition. Their results showed that high-speed gamblers played more games and underestimated the number of games played more than low-speed gamblers. However, speed didn’t influence concentration, motivation, or loss of control over time or money. Despite many methodological limitations they concluded that speed had limited impact on occasional slot machine gamblers.

A paper by Dr Kevin Harrigan and Dr. Mike Dixon (University of Waterloo, Canada) estimated the speed of slot machine play on slot machines. On a machine with a reel spin of every six seconds, players can play 10 times per minute, (i.e., 600 spins per hour) whereas those on a machine with a reel spin of every three seconds, players can play 20 times a minute (i.e., 1200 spins per hour). I also found similar results in research I carried out on British slot machines in the late 1980s and early 1990s.

It is important to acknowledge that duration of the betting event is different from event frequency. However, they may be inextricably linked in so much as the length of a betting event will obviously limit the frequency with they can take place. For example, a betting event lasting two hours (e.g., wagering only on the final outcome of a football game) could not have an event frequency greater than one in any 2-hour period, but a roulette spin (lasting approximately 5-6 seconds) may have an event frequency of several hundred in the same two-hour period. Furthermore, as a result of the introduction of in-running or situational betting (i.e., ‘in-play betting’) this relationship is even less clear.

Event frequency refers to the number of events that are available for betting in any given time period. For example, a lottery draw may occur twice a week but an electronic keno lottery draw may occur 100 times per hour. In this example, a keno lottery draw has a higher event frequency. Bet frequency, on the other hand, refers to the number of bets or wagers placed in any given time period. Using the lottery again as an example, multiple tickets (e.g., 10 tickets) can usually be purchased as frequently as desired before any single lottery draw. So here bet frequency would be equal to 10 but event frequency would be equal to 1. Therefore, bet frequency can often be higher than event frequency and hence, it is possible to spend more than one can afford even with a low event frequency.

The relationship between bet frequency and event frequency needs further empirical investigation. As researchers and clinicians, we often make the assumption the two have a strong relationship; the higher number of betting events – the higher the frequency of betting. Until more research is forthcoming a definitive answer is currently not available. Although, players can place many bets on just one gambling event, the outcome of this event can influence future betting activity. By outcomes, we are essentially referring to winning or losing. Losing can often create financial and emotional motivation to continue betting (i.e. chasing). It could be speculated that the satisfaction from winning may reduce motivation for further betting in the short-term, or it may increase betting as a result of increased bankroll, illusions of control and/or cognitive biases. Therefore, a higher event frequency not only offers more opportunity and choice for betting, but also affects motivation for betting through revealing consequential wins and losses at the end of each event. However, it should also be noted that betting frequency is also impacted by other factors (e.g., peer pressure, time constraints to gamble, etc.).

So does the speed of a game influence the prevalence of problem and pathological gambling? Based on the relationship between event duration, event frequency, bet frequency, and payout interval, empirical research has consistently shown that games that offer a fast, arousing span of play, frequent wins, and the opportunity for rapid replay are those most frequently cited as being associated with problem gambling. The actual prevalence rate of problem and pathological gambling will of course depend on many other factors than speed of the game alone, but games with high and rapid event frequencies such as slot machines are most likely to impact on increased rates of problem and pathological gambling. In-play betting appears to be an activity that is starting to blur the lines between continuous and discontinuous forms of gambling.

Frequency of opportunities to gamble (i.e., event frequency) also appears to be a major contributory factor in the development of gambling problems. The general rule is that the higher the event frequency, the more likely it is that the activity will result in gambling problems. Addictive behaviours have been shown to be associated with the rewards and the speed of rewards and payout rates. Therefore, the more potential rewards there are, and the higher the amount of the rewards, the more problematic the activity is likely to be. Given the time, money and resources, a vast majority of gambling activities are “continuous” in that people have the potential to gamble again and again. Therefore, in relation to problem gambling, in-play betting is an activity that we really need to keep an eye on.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Additional input by Dr. Jonathan Parke (Salford University, UK)

Further reading

Blaszczynski, A, Sharpe, L., & Walker, M. (2001). The Assessment of the Impact of the Reconfiguration on Electronic Gaming Machines as Harm Minimization Strategies for Problem Gambling. Report for the Gaming Industry Operators Group, University of Sydney Gambling Research Group, Sydney

Griffiths, M.D. (1993). Fruit machine gambling: The importance of structural characteristics. Journal of Gambling Studies, 9, 101-120.

Griffiths, M.D. (1994). The role of cognitive bias and skill in fruit machine gambling. British Journal of Psychology, 85, 351-369.

Griffiths, M.D. (1999a). Gambling technologies: Prospects for problem gambling. Journal of Gambling Studies, 15, 265-283.

Griffiths, M.D. (2008). Impact of high stake, high prize gaming machines on problem gaming. Birmingham: Gambling Commission.

Harrigan, K. & Dixon, M. (2009). PAR Sheets, probabilities, and slot machine play: Implications for problem and non-problem gambling. Journal of Gambling Issues, 23, 81-110.

Ladouceur. R., & Sévigny, S. (2005a). The impact of video lottery game speed on gamblers. Journal of Gambling Issues, 17.

Loba, P., Stewart, S. H., Klein, R. M. & Blackburn, J. R. (2002). Manipulations of the features of standard Video Lottery Terminal (VLT) games: Effects in pathological and non-pathological gamblers. Journal of Gambling Studies, 17, 297-320.

Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.

Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling.  In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies (pp.211-243). New York: Elsevier.

Trust is a must: The role of trust, personalization and context in online gambling

Until recently there appeared to be a commonly held perception that consumers viewed the Internet as an information gathering tool rather than a place to spend money. The explosive growth in online gambling shows this is no longer true. Historically, the two things that have had the power to drive any new consumer technology were pornography and gambling. These activities have helped satellite and cable television, video, and then the Internet. For me, the interesting question is how online gaming companies use as many ways as possible to get punters to log onto their website and how they are going to target new punters in the future.

Let’s look at it from an individual level. A gambler has logged on to the Internet and they are in the process of deciding which online gambling site to make a beeline for. What kinds of things influence their decision? A recommendation from one of their friends? Advice from a gambling magazine or player forum? An advert they saw online? From a psychological perspective, research on how and why people access particular commercial websites indicates that one of the most important factors is trust. If people know and trust the name, they are more likely to use that service. Reliability is also a related key factor. Research shows that some punters still have concerns about Internet security and may not be happy about putting their personal details online. But if there is a reliable offline branch like nearby (e.g., a Gala casino), it gives them an added sense of security and what I would call a “psychological safety net”. For some people, trust and security issues will continue to be important inhibitors of online gambling. Punters need assurance and compelling value propositions from trusted gaming operators to overcome these concerns.

One of the growth areas in e-commerce has been personalization and most online ventures now have a personalization strategy as part of its business plan. However, this practice is a double-edged sword that can prove to be a large logistical problem for some companies. Tracking every move for marketing purposes is one thing. Using these data for personalization purposes can prove troublesome. The amount of data is potentially enormous. Producing personalized pages for everyone is also logistically difficult and may even turn punters away. The key is knowing what to ask the punter. Online operators have to think intelligently and creatively about what to ask people who visit their sites in a way that the information gained can be used effectively. Attracting and providing customers with useful information relies on the gaming companies putting punters first.

Integration can also be a factor here. Online gambling companies are going to have to think of creative ways to make the gaming experience more personal and match it more closely to the real gaming experience something that has worked well for online poker sites. Companies may also need special pricing for online customers. Price is just one of the many considerations a gambler weighs up. It is more about a complete service than price alone (although in the gambling world, offering competitive odds and bonuses will obviously make websites attractive to gamblers).

One of the most important marketing strategies that online companies engage in is “imprinting” new customers. Online punters quickly adopt predictable Internet usage patterns and evidence suggests that they don’t switch online allegiances easily. Smart online gambling operators will work at becoming a starting point for the novice gambler and capitalize on this opportunity for capturing player loyalty. The emerging post-teenage market is a key consideration. There is a whole Internet generation coming through who have a positive outlook on online commercial activities. They may be happier to enter credit card details online and/or meet others online. This has the potential to lead to major changes in clientele as the profiles of these people will be radically different from previous punters. The problem is that the young don’t tend to have much disposable income and are less likely to own credit cards. Therefore, another market segment that those in the online gambling business will start to target are the over-50s who are starting to use the Internet for shopping and entertainment use. Early retirees have both time and money, which is why online companies will target the ‘grey’ pound, euro or dollar.

So what’s coming next? Contextual commerce may be one avenue that the online gaming affiliate industry uses more and more. In most retail outlets, shoppers notice what other people are buying and this may influence the purchaser’s choice. Companies are now working on software that allows customers to do this online including interacting with other shoppers. Seeing what everyone else is buying (or betting on) may again influence the decision process. There is also the potential to bring in techniques used on home television shopping channels. Presenters tell viewers how much of a product has been sold with viewers to instil a sense of urgency into the buying process, along with an element of peer review. This could be applied in some online gambling situations if people are gambling as part of a community such as online poker tournaments. I think it’s a case of ‘watch this space!’

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.

Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.

Griffiths, M.D. (2008). Online trust and Internet gambling. World Online Gambling Law Report, 8(4), 14-16.

Wood, R.T.A.  & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning.  pp. 135-153. New York: Springer.

Network premiere: Can Facebook be addictive?

Back in 1995, I published a paper entitled ‘Technological Addictions” that (as far as I am aware) was the first ever paper published using the term to encompass a wide range of activities that involved the potentially addictive use of technology. In that paper, I mainly made reference to slot machine addiction, video game addiction and television addiction (with a cursory mention of internet addiction thrown in for good measure). I never would have predicted that years later I would be writing on topics such as “social networking addiction”.

This month sees the publication of a new scale in the journal Psychological Reports that measures “Facebook Addiction”. The scale was led by a good research colleague of mine (Dr. Cecilie Andraessen at the University of Bergen, Norway) who I have have recently been working with on some research into other behavioural addictions (e.g., workaholism, shopaholism).

The measure has been named the ‘Bergen Facebook Addiction Scale’ (BFAS). The scale initially comprised a pool of 18 items, three reflecting each of the six core elements of addiction (salience, mood modification, tolerance, withdrawal, conflict, and relapse) that I overviewed in my very first blog. The scale was constructed and administered to 423 students together with several other standardized self-report scales (e.g., including various measures that assess personality and sociability characteristics, attitudes towards Facebook, the Addictive Tendencies Scale and questions about sleep). The items within each of the six addiction elements with the highest correlation were retained in the final scale. Scores on the BFAS converged with scores for other scales of Facebook activity. The scale was also shown to positively relate to various personality traits (e.g., neuroticism, extraversion), and negatively related to others (e.g., conscientiousness). High scores on the new scale were also associated with going to bed very late and getting up very late.

While I have no problem with the paper by Dr. Andraessen and her colleagues, I believe there are a number of wider issues that require further consideration and comment. As a consequence, I wrote a response to their paper published in the same issue of Psychological Reports – not so much a critique of the paper but a commentary on the field of those working in the area of ‘Facebook addiction’.

Over the last five years, the field of research into online social networking has developed rapidly (there is even a journal – Cyberpsychology, Behavior and Social Networking – that publishes papers dedicated to the topic). As with the introduction of other new technological phenomena and activities, research papers examining excessive, problematic, and/or addictive use of such new technological phenomena typically tend to follow. My research colleague (Daria Kuss, Nottingham Trent University, UK) and I recently wrote a comprehensive literature review on ‘social networking addiction’ and we have also published a number of articles examining particular sub-groups use of social networking sites (such as teenagers).

The development of the BFAS is most likely a proactive response to the fact that researchers studying problematic Facebook use currently have no psychometrically validated tool. On this level, the new BFAS is clearly of use to those in the field. However, there are a number of key issues that must be addressed for the ‘Facebook addiction’ field to move forward. These are the things that I have commented on in my new paper responding to the publication of the BFAS.

Firstly, I argued that from the spate of academic papers that have appeared over the last five years that Facebook has become almost synonymous with social networking. However, I made the point that researchers need to remember that Facebook is just one of many websites where social networking can take place. Therefore, the BFAS has been developed relating to addiction to one particular commercial company’s service (i.e., Facebook) rather than the whole activity itself (i.e., social networking).

Secondly, I argued that the real issue concerns what people on social networks are actually addicted to and what a Facebook Addiction Scale actually measures. These arguments are almost identical to those I have made in relation to Internet addiction and mobile phone addiction. I am the first to admit that Facebook is the biggest site for social networking activity in the world but there are other sizeable ones but which cater for a different demographic (e.g., Bebo, is a social networking site primarily used by young teenagers). Therefore, the new scale may only be relevant and/or applicable to people that are socially networking of the Facebook website.

Thirdly, I argued that although Facebook was originally set up to facilitate social contact between individuals, it is now a site on which people can do so much more than just communicate with other people. For instance, Facebook users can play games like Farmville, can gamble on games like poker, can watch videos and films, and can engage in activities such as swapping photos or constantly updating their profile and/or messaging friends on every minutiae of their life. In short – and just like the term ‘Internet addiction’ – ‘Facebook addiction’ as a term may already be obsolete because there are many activities that a person can engage in on the medium. Therefore, ‘Facebook addiction’ is not synonymous with ‘social networking addiction’ – they are two fundamentally different things as Facebook has become a specific website where many different online activities can take place.

As I have pointed out on numerous occasions, there is a fundamental difference between addictions on the Internet and addictions to the Internet. The same argument now holds true for Facebook as well as activities such as mobile phone use. What this suggests is that the field needs a psychometrically validated scale that specifically assesses ‘social networking addiction’ rather than Facebook use. In the new scale, social networking as an activity is not mentioned, therefore the scale does not differentiate between someone addicted to Farmville or someone addicted to constantly messaging their Facebook friends.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading 

Andraessen, C.S., Tosheim, T., Brunberg, G.S., & Pallesen, S. (2011). Development of a Facebook Addiction Scale. Psychological Reports, 110, 501-517.

Choliz, M. (2010). Mobile phone addiction: A point of issue. Addiction, 105, 373-374.

Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.

Griffiths, M.D. (1999). Internet addiction: Internet fuels other addictions. Student British Medical Journal, 7, 428-429.

Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.

Griffiths, M.D. (2010). Gaming in social networking sites: A growing concern? World Online Gambling Law Report, 9(5), 12-13.

Griffiths, M.D. (2012). Facebook addiction: Concerns, criticisms and recommendations. Psychological Reports, 110, 2, 518-520.

Griffiths, M.D. & Kuss, D. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Kuss, D.J. & Griffiths, M.D. (2011). Addiction to social networks on the internet: A literature review of empirical research. International Journal of Environment and Public Health, 8, 3528-3552.

Kuss, D.J. & Griffiths, M.D. (2011). Excessive online social networking: Can adolescents become addicted to Facebook? Education and Health, 29. 63-66.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.

Net loss? A brief overview of online gambling

Last month, Daria Kuss and I published a systematic review of the world wide online gambling literature (2001-2011). The aim of our literature review was to highlight the research that had examined (i) Internet gambling behaviour and (ii) Internet gambling addiction. A total of 39 studies met our inclusion criteria (i.e., the study included primary empirical data, was published in a peer reviewed journal after 2000, and specifically addressed gambling on the Internet). Based on previous research we argued that a combination of individual, situational and structural characteristics would determine whether and to what extent individuals engaged in Internet gambling. Our review attempted to review which characteristics were most important based on the empirical evidence to date.

Individual characteristics include things such as socio-demographic variables, attitudes and motivations. In terms of socio-demographics related to internet gambling, being male, of young age, single (i.e., not in a stabe relationship), and being of higher education were associated with gambling on the Internet. With regards to attitudes, opinions in the published research studies diverged; some viewed Internet gambling as more dangerous than land-based gambling, whereas for others, it was preferable due to anonymity. The motivations reported, for the most part, related to enjoyment and social activities.

Situational characteristics consist of the physical and social environments Internet gamblers are in when they gamble. The studies we reviewed indicated that situational characteristics (i) have an impact on the ways in which people gamble including the stakes they set and (ii) are likewise impacted by the ways in which people gamble on the Internet. However, it must be noted that research into the situational characteristics associated with pathological gambling on the Internet is still relatively scarce compared to studies assessing the structural characteristics. Therefore, in order to present a comprehensive picture of Internet gambling addiction, future research may be informed by particularly addressing the physical and social environments in which gambling on the Internet occurs.

Structural characteristics comprise both the technology of the Internet itself and the gambling types and behaviors that can be performed within it. The former also incorporates the factors that differentiate online gambling from land-based gambling, such as anonymity, convenience and access, levels of trust, gambling-reinforcing factors, and implemented safeguards. The latter addresses the specific types of games that are played online, and the ways in which different people can engage in their preferred gambling activities on the Internet. In sum, relative to situational characteristics, a large amount of research has been conducted specifying and investigating the structural characteristics of the Internet with regards to online gambling. Such studies have examined the technology of the Internet as enabling gambling relative to land-based venues as well as ways in which gambling on the Internet is reinforced

From those who gambled online, a minority appeared to develop a problem and/or an addiction to Internet gambling. With regards to the reported prevalence of Internet gambling addiction, the results of the various studies varied substantially. Of Internet users, 12-23% appeared to have online gambling problems, whereas 5-20% were found to be pathological gamblers. Student Internet gamblers, on the other hand, had higher prevalence rates suggesting that 18-77% suffer from pathological gambling online. Medical and dental patients also fell within higher ranges with approximately 66% gambling online in a pathological way. Finally, the prevalence rates for adolescents suggested that between 8% and 25% of those who gambled on the Internet were problematic gamblers. However, most of the survey studies had major methodological limitations.

Firstly, a large majority of studies included in our review did not comprise samples that were representative of the general population (i.e., self-selected samples were mostly used). As a consequence, this limits the external validity of results. (In fact, only two pieces of published research have used a large representative national sample – the two most recent British Gambling Prevalence Surveys – see one of my previous blogs concerning the implications of the online gambling data from the latest BGPS findings). Secondly, the methodologies applied to assess Internet gambling addiction were diverse and researchers used a number of different classifications. Thirdly, the reliance on self-reports brought into question the reliability of the reported findings. A solution to this problem may be to include significant others of problem/pathological gamblers in determining whether and to what extent the latter’s gambling behaviours can be classified as being clinically relevant.

Despite these shortcomings, it appears that in general, the results supported the prevalence estimates for land-based pathological gamblers, indicating that the prevalence of pathological gambling was higher in adolescents and college students. The dissimilarity of findings for prevalence rates may therefore be related to (i) measures and conceptualizations, (ii) cut-off points, and (iii) samples used. Valid comparisons are only possible when similar diagnostic tools for problem and pathological gambling are used. Future researchers are therefore advised to conduct cross-cultural studies in order to control for the effect of culture on pathology status.

With regards to specific risk factors for the development of pathological gambling online, it appears that those identified in our literature review were very similar to the results of other studies concerned with land-based pathological gambling. Specifically, the findings that Asian and African ancestry and substance abuse increase the odds for pathological gambling as did the number of gambling types engaged in, and the frequency of gambling. Furthermore, the results with regards to specific personality and socio-demographic characteristics as well as mood status associated with pathological Internet gambling were in line with the findings regarding pathological gambling. More specifically, we found that impulsivity, younger age, male gender, emotional distress, being single, and having higher rates of depression and maladaptive coping, were associated with both online and land-based pathological gambling.

Based on the results of the studies reviewed, gambling on the Internet appeared to be associated with problematic gambling more than land-based gambling is. A reason for this may be the structural characteristics of the Internet inherent to this technology, namely availability, ease of access, anonymity, and convenience. In line with this, the Canadian researchers Robert Wood and Richard Williams point out that although “Internet gambling is an exacerbating rather than a causal factor for most problem gamblers who gamble on the Internet, the nature of online gambling still makes it inherently more problematic than most other forms of gambling”. Therefore, the prevalence of problematic gambling among Internet gamblers is likely to be higher than in land-based gamblers. Therefore, the Internet cannot be claimed to be addictive per sé, but rather to facilitate the engagement in addictive behaviours, such as gambling. Future research is needed to highlight the addictive potential of other Internet applications in addition to gambling. This will inform both prevention efforts and potential treatment modalities.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Additional input from Daria J. Kuss (Nottingham Trent University)

Further reading

Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment. pp. 91-111. New York: Wiley.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? pp. 277-292. New York: Prometheus Books.

Griffiths, M.D., Parke, J. & Derevensky, J. (2011). Online gambling among youth: Cause for concern? In J.L. Derevensky, D.T.L. Shek & J. Merrick (Eds.), Youth Gambling: The Hidden Addiction (pp. 125-143). Berlin: DeGruyter.

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2009). Socio-demographic correlates of internet gambling: findings from the 2007 British Gambling Prevalence Survey. CyberPsychology and Behavior, 12, 199-202.

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2011). Internet gambling, health. Smoking and alcohol use: Findings from the 2007 British Gambling Prevalence Survey. International Journal of Mental Health and Addiction, 9, 1-11.

Kuss, D. & Griffiths, M.D. (2012).  Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753). Pennsylvania: IGI Global.

Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling.  In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies. pp.211-243. New York: Elsevier.

Wardle, H. & Griffiths, M.D. (2011). Defining the ‘online gambler’: The British perspective. World Online Gambling Law Report, 10(2), 12-13.

Wardle, H., Moody, A., Griffiths, M.D., Orford, J. & and Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British Gambling Prevalence Survey 2010. International Gambling Studies, 11, 339-356.

Identity cards: The psychology of online personas in poker

In my role as research consultant for an online poker company, I was involved in a survey of 2000 people on poker names. The results revealed that around 45% of men and women are using (or would use) alternative names when playing online poker to give them some kind of advantage. I found these results somewhat predictable as (a) many people use alternative names in online activities, and (b) most people will adopt strategies if they feel it has a material advantage for them. As online poker grows, more people will use bluff tactics (such as changing their gender online) that they couldn’t do in an offline gambling environment.

There are many parallels between playing online poker and other online gaming activities such as online computer gaming. However, online role-playing computer gamers by definition, take on different online social personas. In online activities, online social personas are created purely by what is typed on screen. These are known as ‘text-based virtual realities’ and the name that a person chooses to play under is just one strategy that people can adopt when playing against opponents if they believe it offers them an advantage.

The survey found that 11% males and 25% females would use a name that suggested they were members of the opposite sex in order to give themselves an advantage. In most online arenas, females are more likely to change their gender or use masculine versions of their real name (e.g., ‘Chris’ instead of ‘Christine’ or names like ‘Charlie’). There are good reasons for this. In male-dominated chat rooms, it is not uncommon for females to receive lots of unwanted male attention the moment they log on. Many females adopt male personas as a way of avoiding the unwanted attention. In online game playing arenas, females often adopt male personas as they usually feel less psychological intimidation and/or alienation by doing so. Our own research has also shown that females have more positive attitudes toward online gambling because the Internet is a gender-neutral environment unlike the more male-dominated offline environments like betting shops and casinos.

Online poker permits players to create a false identity. For others it allows players to retain anonymity. As a player you can pretend to be a young attractive novice female player when in fact you are actually a very experienced recognised professional. On a psychological level, the key to a ‘hustle’ or manipulating other players in poker is by projecting a character and hiding your identity. Essentially it is about representing a façade, whether it is for one hand or the whole of the game. While playing poker online, a player can adopt any ‘character’ they wish to suit any game in which they engage in. For instance, if you are playing with novices it may be profitable to portray an experienced professional in order to intimidate players into submission.

Using the Internet relay chat (IRC) band provided, it is easier for online poker players to develop their persona(s). The tone and pitch of what a player “says” is not revealed in the text on the screen. At a fundamental level all players are acting with their most unemotional ‘poker face’. In these situations, players can exude confidence as they go all in on a psychological bluff, when in reality they may have shaking hands and be sweating like a pig. The key to winning on a psychological level is by inducing emotional reactions from other players, so with knowledge of the opponent, it is possible to ‘tailor’ interactions to induce the desired response.

Image has become all-important in the commercial arena and for some online poker players it is no different. One of the most important things about poker names is that they may help players define their self-image and who they are – at least on some psychological level. For some people, this ‘personal branding’ may be more important than their social identities within a playing community. What you gamble on and what name players choose can be an extension of this. At the very least, names are important in initial impression formation. However, whether they have any longer lasting effect remains speculative and questionable.

Some people do clearly think about the name that they use and the image it projects. For instance, one well-known player who has worked with our research unit used to go under the online name ‘Dostoyevsky’. Dostoyevsky, of course, was the famous Russian novelist who wrote the semi-autobiographical book ‘The Gambler’ based on his own experiences. The use of the online name suggests an air of intellectuality and knowingness. Whether it actually makes a difference to the playing behaviour of Dostoyevsky’s opponents is highly questionable.

Having said that, our own research at Nottingham Trent University suggests the names that people choose has a minimal effect online. It appears to be given more credence by amateur players. Experienced players say that because of the micro-limits and mass of novice players, the bluff of name change and/or image makes negligible difference to their playing behaviour.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D., Parke, J., Wood, R.T.A. & Rigbye, J. (2010). Online poker gambling in university students: Further findings from an online survey. International Journal of Mental Health and Addiction, 8, 82-89.

Hussain, Z. & Griffiths, M.D. (2008). Gender swapping and socialising in cyberspace: An exploratory study. CyberPsychology and Behavior, 11, 47-53.

McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, in press.

Parke, A. & Griffiths, M.D. (2011). Poker gambling virtual communities: The use of Computer-Mediated Communication to develop cognitive poker gambling skills. International Journal of Cyber Behavior, Psychology and Learning, 1(2), 31-44.

Wood, R.T.A.  & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

Wood, R.T.A., Griffiths, M.D. & Parke, J. (2007). The acquisition, development, and maintenance of online poker playing in a student sample. CyberPsychology and Behavior, 10, 354-361.

Internet addiction: How big a problem is it?

Yesterday, a study was reported in the British media that Chinese scientists had observed differences in the brains of people who obsessively use the internet similar to those found in people who have substance addiction. This led to the question of whether this was “proof that internet addiction exists”. I was asked for my comments by both the Guardian and the Daily Telegraph and I thought I would use my blog to put forward my own view on the topic.

There is currently a debate among psychologists and psychiatrists as to whether ‘Internet addiction’ constitutes a true addiction and should therefore be recognized as a psychiatric disorder in the American Psychiatric Association’s fifth edition of the forthcoming Diagnostic and Statistical Manual. The past 15 years have produced many empirical studies demonstrating that a significant number of individuals appear to report psychological problems associated with excessive Internet use. The extent and severity of these problems may be somewhat overestimated because of the relatively low methodological quality of many studies in this area. Most studies have utilized inconsistent criteria to identify Internet addicts and/or have applied recruitment methods that may have caused serious sampling bias. More specifically in relation to Internet addiction criteria used in most studies, I have asserted in a number of my publications that the main problems with the measures used is that they tend to (i) have no measure of severity, (ii) have no temporal dimension, (iii) overestimate the prevalence of problems, and (iv) take no account of the context of Internet use.

In a number of published literature reviews, I have also argued that those working in the Internet addiction field need to distinguish between addictions on the Internet, and addictions to the Internet. My view is that most ‘Internet addicts’ are not addicted to the Internet itself, but use it as a medium to fuel other addictions. I have also used case study evidence to argue that some very excessive Internet users may not have any negative detrimental effects as a consequence of their behavior and therefore cannot even be classed as addicted. In short, a gambling addict who uses the Internet to gamble is a gambling addict not an Internet addict. The Internet is just the place where they conduct their chosen (addictive) behavior. However, I am the first to concede that I have also observed that some behaviors engaged on the Internet (e.g., cybersex, cyberstalking etc.) may be behaviors that the person would only carry out on the Internet because the medium is anonymous, non face-to-face, and disinhibiting.

For these reasons, it is often argued that problematic Internet behaviors may be more appropriately conceptualised within existing known psychopathologies such as depression or anxiety. Nevertheless, a number of researchers (including myself) have argued that Internet addictions do exist and can arise from unhealthy involvement in a range of online activities. These activities may include browsing websites, online information gathering, downloading or trading files online, online social networking, online video gaming, online shopping, online gambling, and various online sexual activities such as viewing pornography or engaging in simulated sexual acts.

While there is no consensus regarding the clinical status of Internet addiction, there appears to be significant demand for treatment for Internet-related problems, particularly in China, Taiwan and South Korea, where the estimated prevalence of Internet addiction problems among adolescents ranges from 1.6% to 11.3%. The South Korean government has reportedly established a network of over 140 counselling centres for treatment of Internet addiction, and have introduced treatment programs at almost 100 hospitals. In addition, numerous ‘boot camp’-style programs for Internet-addicted adolescents have emerged in both China and Korea. In Western countries, clinics specializing in the psychological treatment of computer-based addictions have also emerged, including: the Center for Online and Internet Addiction located in Bradford, Pennsylvania, United States; the Computer Addiction Study Center, McLean Hospital, Belmont, Massachusetts, United States; the Broadway Lodge residential rehabilitation unit located in Somerset, England; and the Smith & Jones 12-step (Minnesota Model) clinic located in Amsterdam, Holland. Additionally, there are some online providers of treatment services for Internet addiction (e.g., www.netaddiction.com; www.netaddictionrecovery.com; www.onlineaddiction.com.au), many of which are modelled on 12-step self-help treatment philosophies including specific types of groups such as Online Gamers Anonymous.

Available evidence suggests that, internationally, a large number of individuals with Internet-related problems have received some form of treatment from a mental health or medical service provider. However, very few studies have examined the effectiveness of any such treatments, including counselling, psychotherapy, or pharmacological interventions. The number of studies in this area is not as large as the number of studies examining the general features and correlates of Internet addiction, or as the number of studies of psychological treatment for other behavioral addictions, such as pathological gambling.

Very recently, I – along with colleagues from the University of Adelaide (Dr Daniel King and Professor Paul Delfabbro) – published a systematic review of the Internet addiction treatment literature. Our review investigated the reporting quality of treatment studies according to the 2010 Consolidating Standards of Reporting Trials (CONSORT) statement. Our evaluation of the studies we reviewed highlighted several key limitations, including (a) inconsistencies in the definition and diagnosis of Internet addiction, (b) a lack of randomization and blinding techniques, (c) a lack of adequate controls or other comparison groups, and (d) insufficient information concerning recruitment dates, sample characteristics, and treatment effect sizes.

There were also wider issues as to whether the people being treated in the studies evaluated were actually bona fide ‘Internet addicts’ as some of the people treated may have been addicted to a specific application or activity on the Internet (e.g., gaming, gambling, social networking) rather than being addicted to the Internet itself. We also stressed that research is also needed into whether addicts who use a particular medium to engage in their activity require different types of intervention and/or treatment. For instance, do Internet gambling addicts need or require different treatment interventions than gambling addicts who do not use the Internet to gamble?

Finally, there appears to be a significant need for consensus concerning the clinical definition of Internet addiction and possible sub-forms relating to particular Internet applications and/or activities. This theoretical obstacle, which has existed for over 15 years, has hindered progress in all areas of this field, including the development and validation of a recognised diagnostic tool. Our evaluation of the literature using the CONSORT criteria identified many areas of study design and reporting in need of improvement. In particular, there is a need for more randomized, controlled trials, in both the pharmacological and non-pharmacological intervention literature.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

I would also like to thank Dr Daniel King and Professor Paul Delfabbro (University of Adelaide) for their additional input

Further reading

Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.

Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.

Griffiths, M.D. (2000). Internet addiction – Time to be taken seriously? Addiction Research, 8, 413-418.

Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), pp.141-163. New York: Academic Press.

Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.

Widyanto, L., Griffiths, M.D. & Brunsden, V. (2011). A psychometric comparison of the Internet Addiction Test, the Internet Related Problem Scale, and Self-Diagnosis. Cyberpsychology, Behavior, and Social Networking, 14, 141-149.

Are parents right to worry about their children’s time online?

In households across the country the scene is the same. Hundreds of thousands of youngsters are spending countless hours on social networking sites like Facebook or on internet sites such as YouTube. Indeed, a survey published last year during National Family Week reported that among eight to 15-year-old children, 40% of girls claimed Facebook was the most important thing in their lives (compared to just 6% of boys). Meanwhile, another survey reported that only 10% children had ever penned a handwritten letter. So should these findings be a concern to parents, or to society in general?

Well, when I was at school, if I fancied someone I’d send them a handwritten note. Nowadays, teenagers have SMS, Twitter and Facebook. The youth of today are just using the technologies of the day in the same way we did when we were their age. I love it when I’m working abroad and my children send me emails and texts. Snail mail couldn’t (and wouldn’t) work in these situations. When I was a teenager I passively watched a lot of television. For today’s teenagers, television viewing appears to have been displaced by various forms of interactive social media. They probably spend as much time in front of the screen as I did – it’s just they have more choice and are more proactive than I ever was.

I have three children – one teenager and two ‘tweenagers’ – although I like to call them ‘screenagers’. Like me, all of them spend a significant amount of daily time in front of the Internet, video games, television, mobile phone screen and their iPads. But my daughter watching the latest Lady Gaga video on YouTube is really not that far removed from me waiting a whole week to see my favourite bands on Top Of The Pops. I just wish I’d had in my teenage years what my children have today.

Some have argued there’s a technological generation gap between parents and their children. For some, this may be so but as socially responsible parents we need to play a proactive role in our children’s lives and get to know what they’re up to online. Almost all of my childrens’ online computer use takes place in front of me. Whether I’m watching my young son play with his virtual friends on Club Penguin or my daughter dressing up cartoon girls on Star Dolls or watching my oldest son play Farmville on Facebook, I try to take an active interest in their online use.

The fact social networking sites appear to be so popular among girls is really no surprise. Comparing boys and girls, research has shown females tend to have better social skills and males often have better spatial ability. If this translates to online behaviour, I’d expect to see more girls engaged in social networking and more boys playing video games (which is what the empirical literature seems to show).

When I started researching the psychology of Internet behaviour back in 1994, there were isolated instances of people using the web to meet and date other like-minded users. Such behaviour was classed as strange and bizarre and these people were called ‘geeks’ and ‘anoraks’. Nowadays, the Internet is just another tool in peoples’ social armoury and used in almost every area of our lives.

Whether it’s work, romance or simply keeping in touch, it’s part of modern life and teenagers should be adept in using state-of-the-art technology – they’re certainly going to need it in the future. That’s not to say there aren’t downsides to children and teenagers using the Internet (such as the small minority who seem to be addicted to some online activities). One of the main reasons why behaviour online is very different from offline is because it provides a disinhibiting experience (a well known psychological phenomenon). This is where people lower their emotional guard and become much less restricted in their actions. The main reason for this is because when people are interacting with others online it’s non-face-to-face, non-threatening, and people perceive themselves to be anonymous.

On the positive side, this process can lead people to develop long-lasting friendships and sometimes fall in love online. On the negative side, people might do things online that they’d never dream of doing offline including, in some instances, criminal behaviour such as cyber-bullying and cyber-stalking. These people are engaged in text-based virtual realities and sometimes take on other personas and social identities as a way of making themselves feel good and raising their own self-esteem. Despite the negative side of online behaviour, there’s lots of evidence suggesting the Internet has a positive effect in most people’s lives. In short, for the vast majority of people, including screenagers, the advantages of being online, and on social networking websites, far outweigh the negatives.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Bocij, P., Griffiths, M.D. & McFarlane, L. (2002). Cyberstalking: A new challenge for criminal law. The Criminal Lawyer, 122, 3-5.

Griffiths, M.D. (2000). Cyber affairs – A new area for psychological research. Psychology Review, 7(1), 28-31.

Griffiths, M.D. (2010). Trends in technological advance: Implications for sedentary behaviour and obesity in screenagers. Education and Health, 28, 35-38.

Griffiths, M.D. & Kuss, D. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Kuss, D.J. & Griffiths, M.D. (2011). Addiction to social networks on the internet: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.

Kuss, D.J. & Griffiths, M.D. (2011). Excessive online social networking: Can adolescents become addicted to Facebook? Education and Health, 29. 63-66.

 

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