Category Archives: Technological addiction
My Strange Addiction: The wonderful world of the weird
In a previous blog, I examined a case of so-called ‘hair dryer dependence’. The source material for this blog came from one of the people who had appeared on the TLC (The Learning Channel) documentary television series My Strange Addiction. Immediately after I had written the blog I was emailed by one of the researchers on the show asking if I could help getting people on the show for the next series (Season 4).
For those who have no idea what I am talking about, My Strange Addiction is a US TV documentary show that features stories about people with unusual behaviours. Very few of the behaviours they have featured so far would be classed as addictions in the way that I define them. However, some of the behaviours are genuine obsessions and/or compulsions while others have not been the focus of any kind of medical and/or psychiatric diagnosis.
So far, the show has featured people with various obsessive-compulsive disorders (some of which I have examined in my blog) including body dysmorphic disorder, pica (the eating of non-food such as paper, mud, glass, metal), exercise bulimia, trichotillomania (compulsive hair pulling), dermatillomania (compulsive skin picking), thumb-sucking, furry fandom, excessive laxative use, urine drinking, paraphilic infantilism (being an adult baby), and dating cars.
MY STRANGE ADDICTION: A CALL FOR PARTICIPANTS
If anyone out there thinks they have an interesting story that My Strange Addiction might like to hear about, the show’s producers would really appreciate any help they can get in reaching people who may be good potential candidates for their TV show.
- Are you currently struggling to overcome a strange obsession, addiction or compulsive behavior that is taking over your life?
- Do you spend countless hours obsessing about something or engaging in behavior that others would say is strange?
- Have you drained all of your finances into this obsession?
- Are your friends and family members concerned about your wellbeing?
- Would you like to regain control of your life and your health?
If you found yourself answering yes to any of these questions, you may qualify to be a participant in a major documentary series that offers professional assistance for those struggling with a strange obsession, compulsion, or addiction.
For consideration, please reply to this advert with your name, age, contact information, and brief explanation of how a strange addiction is taking over your life. You can also contact us directly at 312-467-8145 or 20westcastingteam@gmail.com. All submissions will remain confidential. Thank you for sharing your story.
Postscript: Alternatively, if you would like to tell me your story as part of my own academic research, then feel free to contact me at my academic email address: mark.griffiths@ntu.ac.uk.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading and viewing
Griffiths, J. (2011). Review: My Strange Addiction. US Weekly January 25. http://www.usmagazine.com/entertainment/news/review–my-strange-addiction-2011251#ixzz1tYHsItPh
Internet Movie Database. My Strange Addiction. Located at: http://www.imdb.com/title/tt1809014/
My Strange Addiction Official Website. Located at: http://tlc.howstuffworks.com/tv/my-strange-addiction
TV.com. My Strange Addiction. Located at: http://www.tv.com/shows/my-strange-addiction/
Warming Glow. The 10 strangest addictions from ‘My Strange Addiction’. http://warmingglow.uproxx.com/2012/02/10-strangest-my-strange-addictions#page/1
Wikipedia. My Strange Addiction. Located at: http://en.wikipedia.org/wiki/My_Strange_Addiction
Wikipedia. List of My Strange Addiction episodes. Located at: http://en.wikipedia.org/wiki/List_of_My_Strange_Addiction_episodes
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.
Tech’s appeal: Is there a relationship between addiction to video games and slot machines?
Back in 1987, I began my PhD on slot machine addiction, and one thing that I began to notice as I spent the first few hours of (100s of hours) doing observational research in amusement arcades that there were many similarities between arcade slot machines and arcade video game machines. It wasn’t until 1991 that I finally did a comparative analysis of slot machine gambling and video game playing and published my observations in the Journal of Adolescence. In the intervening years I have published many papers examining the commonalities and similarities between these two behaviours and it wouldn’t surprise me if I am still writing about these issue in many years to come.
My initial insights into the existence of video game addiction arose out of the research I had been doing on slot machine addiction. Both slot machines and video game machines may be considered under the generic label of “amusement machines”. The main difference between the playing of video games and the playing of slot machines are that arcade video games are typically played to accumulate as many points as possible whereas slot machines are played (i.e., gambled upon) to accumulate money. In my 1991 paper, I (somewhat paradoxically) claimed that playing an arcade video game could be considered as a non-financial form of gambling.
Both types of machine require insertion of a coin to play, although the playing time on a slot machine is usually much less than on a video game machine if starting with the same amount of money. This is because on video games the outcome is almost solely due to skill, whereas on slot machines the outcome is much more likely to be a product of chance. However, the general playing philosophy of both slot machine players and video game players is to stay on the machine for as long as possible using the least amount of money. I have also argued that regular slot machine players play with money rather than for it, and that winning money is a means to an end (i.e., to stay on the machine as long as possible). This is exactly what arcade video game players do too.
Besides the generic labeling, their geographical juxtaposition, and the philosophy for playing, it could be argued that on both a psychological and behavioural level, slot machine gambling and video game playing share many similarities (e.g., similar demographic differences such as age and gender breakdown, similar reinforcement schedules, similar potential for “near miss” opportunities, similar structural characteristics involving the use of light and sound effects, similarities in skill perception, similarities in the effects of excessive play, etc.). The most probable reason the two forms have rarely been seen as conceptually similar is because video game playing does not involve the winning of money (or something of financial value) and therefore cannot be classed as a form of gambling.
However, the next generation of slot machines is starting to use video game graphics and technology. While many of these relate to traditional gambling games (e.g., roulette, poker, blackjack, etc.) there are plans for developing video gambling games in which people would win money based on their game scores. This obviously gives an idea of the direction that slot machines and the gaming industry are heading.
Furthermore, there are a growing number of researchers who suggest that video games share some common ground with slot machines including the potential for dependency. On 1995, Dr Sue Fisher and myself edited a special issue of the Journal of Gambling Studies and wrote a paper examining trends in slot machine gambling. We pointed out that arcade video games and slot machines shared some important structural characteristics, these being:
- The requirement of response to stimuli that are predictable and governed by the software loop.
- The requirement of total concentration and hand–eye coordination.
- Rapid span of play negotiable to some extent by the skill of the player (more marked in video games).
- The provision of aural and visual rewards for a winning move (e.g., flashing lights, electronic jingles).
- The provision of an incremental reward for a winning move (points or money) that reinforces “correct” behaviour.
- Digitally displayed scores of “correct behaviour” (in the form of points or money accumulated).
- The opportunity for peer group attention and approval through com- petition.
As with excessive slot machine playing, excessive video game playing partly comes about by the partial reinforcement effect. This is a critical psychological ingredient of video game addiction whereby the reinforcement is intermittent – that is, people keep responding in the absence of reinforcement hoping that another reward is just around the corner. Knowledge about the partial reinforcement effect gives the video game designer an edge in designing appealing games. Magnitude of reinforcement is also important. Large rewards lead to fast responding and greater resistance to extinction – in short to more “addiction.” Instant reinforcement is also satisfying.
Video games rely on multiple reinforcements (i.e., what I call the “kitchen sink” approach) in that different features might be differently rewarding to different people. Success on video games comes from a variety of sources and the reinforcement might be intrinsic (e.g., improving a personal high score, beating a friend’s high score, putting a name on the “hall of fame,” mastering the machine) or extrinsic (e.g., peer admiration). As early as the 1980s, Dr. Thomas Malone reported that video game engagement is positively correlated to (i) a presence or absence of goals, (ii) the availability of automatic computer scores, (iii) the presence of audio effects, (iv) the random quality of the games, and (v) the degree to which rapid reaction times enhance game scores.
In 2007, Dr Jonathan Parke (Salford University, UK) and I developed a new taxonomy of structural characteristics related to gambling, listing all the known structural characteristics that have been shown to influence gambling behaviour in some way. All the 60+ structural characteristics were grouped into one of six types of characteristic:
- Speed and frequency characteristics: Factors relating to the frequency, duration and expediency of the game or reward.
- Playability characteristics: Factors that make gambling fun, interaction and/or engaging.
- Payment characteristics: Factors that relate to how one pays to gamble
- Reward characteristics: Factors relating to how one receives financial rewards or winnings.
- Educational characteristics: Factors that educate, protect, or provide information to players.
- Ambient characteristics: Factors that may influence the immediate situation of the game or may contribute to other factors already mentioned (e.g., the use of colour and sound).
Using this typology, Dr Parke and I argued that future research and policy initiatives may be to focus on regulating structural factors relating to payment (spending) and player awareness/education and focus less on structural factors relating to playability (which may also include reward, ambient, and speed characteristics). In this way, slot machines can continue to be fun, exciting, and play inducing, but with the eventual aim of minimizing harm.
It wasn’t until 2010 that I – along with Dr Daniel King and Dr Paul Delfabbro (both at the University of Adelaide, Australia) – developed a separate taxonomy of structural characteristics related to video game playing (published in the International Journal of Mental health and Addiction). We used some earlier empirical work that I had done with Dr Richard Wood (GamRes Ltd, Canada) back in 2004 and published in the journal CyberPsychology and Behavior. We devised a list of structural features by (a) playing a variety of video games, (b) examining and comparing known gambling structural characteristics, (c) discussing these features with players of video games, and (d) examining relevant research in the area of video game design. Our framework included the following characteristics:
- Sound, including sound effects, speaking characters and background music.
- Graphics, including high-quality realistic or cartoon-style graphics and full motion video (FMV).
- Background and setting, including whether the game is based on a story, film, or television program, and the use of realistic or fantasy settings.
- Duration of game, referring to how long the game usually takes to complete.
- Rate of play, referring to how quickly the player “absorbs” or “gets into” the game. & Advancement rate, referring to how quickly the game play advances.
- Use of humour in the game.
- Control options, referring to what the player can control in the game (including sound, graphics, and skill settings, choice of control methods, and physical feedback). &
- Game dynamics, including exploring new areas, elements of surprise, fulfilling a quest, skill development, AI interactions, collecting things, avoiding things, surviving against the odds, shooting, different ending options, different modes of transport, solving puzzles, beating times, cheats/Easter eggs, solving time limited problems, building environments, mapping, and linear/non-linear game format.
- Winning and losing features, referring to the potential to gain or lose points, finding bonuses, having to start level again, and ability to save regularly.
- Character development, referring to character development over time and character customization options.
- Brand assurance, referring to brand loyalty and/or celebrity endorsement.
- Multiplayer features, referring to various multi-player options, communication methods, building alliances, and beating other players.
Using this paper, and the gambling structural characteristics taxonomy, we developed our new video game structural characteristics taxonomy comprising five types of feature. These were: (a)
- Social features (i.e., social aspects of video game playing)
- Manipulation and control features (i.e., the role of user input in influencing in-game outcomes)
- Narrative and identity features (e.g., the role of character creation and interactive storytelling)
- Reward and punishment features (i.e., the ways in which players win and lose in video games)
- Presentation features (e.g., the visual and auditory presentation of video games).
Since developing the taxonomy, we have started to test it out empirically. Dr. King, Dr. Delfabbro and myself recently published a study investigating our structural characteristic taxonomy among 421 video game players (aged between 14 and 57 years). Our results showed that the reward and punishment features, such as earning points, finding rare game items, and fast loading times, were rated among the most enjoyable and important aspects of video game playing. There was some evidence that certain structural characteristics were stronger predictors of problematic involvement in video games than factors such as gender, age, and time spent playing. This included the use of adult content in the game, earning points, getting 100% in the game, and mastering the game. Our latest research supports the notion that some structural characteristics in video games may play a significant role in influencing problem video game playing behaviour.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Fisher, S.E., & Griffiths, M.D. (1995). Current trends in slot machine gambling: Research and policy issues. Journal of Gambling Studies, 11, 239-247.
Griffiths, M.D. (1991). The observational analysis of adolescent gambling in UK amusement arcades. Journal of Community and Applied Social Psychology, 1, 309-320.
Griffiths, M.D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.
Griffiths, M.D. (1995). Adolescent gambling. London: Routledge.
Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.
Griffiths, M.D. (2005). The relationship between gambling and videogame playing: A response to Johansson and Gotestam. Psychological Reports, 96, 644-646.
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.
Griffiths, M.D. (2011). A typology of UK slot machine gamblers: A longitudinal observational and interview study. International Journal of Mental Health and Addiction, 9, 606-626.
King, D.L., Delfabbro, P.H., Derevensky, J. & Griffiths, M.D. (2012). The classification of video games with gambling themes and content: An Australian perspective. International Gambling Studies, in press.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90-106.
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.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9, 320-333.
Malone, T.W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333–369.
Obscene and heard: A brief overview of telephone scatophilia
Telephone scatophilia (sometimes referred to as telephone scatologia and telephonicophilia) is a paraphilia that comprises overt or covert repetitive telephone calls with sexual and/or obscene content to an unsuspecting victim. The behaviour is also known to have a high association with other paraphilic disorders such as voyeurism and exhibitionism. The sexologist Professor John Money defined it as “deception and ruse in luring or threatening a telephone respondent, known or unknown, into listening to, and making personally explicit conversation of a sexual nature”. It is also worth noting as with some other paraphilias (e.g., such as exhibitionism, voyeurism), it is not the act itself that is deviant, but that it involves an interpersonal transgression involving a non-consenting victim.
At present, telephone scatophilia 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, but it has been noted that telephone scatalophilia occurs on a much wider scale and magnitude than other paraphilias (e.g., necrophilia, zoophilia, klismaphilia) in this category. There are certainly surveys suggesting that relatively large numbers of women have received obscene telephone calls although it is theoretically possible for just one telephone scatophiliac to make hundreds (if not thousands) of telephone calls to different women. Almost all telephone scatophiliacs are male.
The prevalence rate of telephone scatophilia is unknown. One Canadian study reported that 6% of male students and 14% of paid male volunteers admitted to having made obscene phone calls. However, most research relies on case studies or surveys of paraphiliacs. For instance, in a study of 561 non-incarcerated paraphiliacs, Dr Gene Abel and colleagues’ reported that 19 men in the sample (3.3%) said they engaged in telephone scatologia. In a different study of 443 non-incarcerated paraphiliacs, In a study led by Dr John Bradford (Royal Ottawa Hospital, Canada), the authors reported that 37 men in the sample (8.3%) engaged in telephone scatalogia. Dr Marilyn Price and colleagues at the Harvard Medical School (USA) examined an outpatient sample of 206 men with paraphilias and paraphilia-related disorders and reported that 20 men in their sample (9.7%) had a lifetime diagnosis of telephone scatolophilia. This study reported that there was a significant comorbidity between telephone scatologia and compulsive masturbation, voyeurism, telephone sex dependence, and exhibitionism. Compared to other paraphiliacs, telephone scatolophiliacs had a greater number of lifetime paraphilias. Similar findings have also been reported in other studies. Professor Ord Matek (formerly of the University of Illinois, Chicago) suggests that the methods associated with both telephone scatophilia and paraphilias such as exhibitionism demonstrate the person’s attempts to express aggression, to exhibit power and control, and to gain recognition. However, unlike exhibitionists, telephone scatophiliacs usually want complete anonymity.
In 1975, Dr B.T. Mead developed an initial typology of obscene callers comprising three types:
- Type 1: These comprise telephone callers who immediately swear and/or make obscene propositions, and are typically adolescents.
- Type 2: These comprise telephone callers described as “ingratiating seducers” that use a more approach (saying they have mutual friends) before becoming more offensive.
- Type 3: These comprise telephone callers described as “tricksters” that use a ruse (e.g., pretending they are conducting a survey) in order to discuss personal matters. This eventually leads to obscene and sexual suggestions.
Professor Ord Matek claims there is a fourth type of obscene telephone caller. These are men who ring telephone crisis lines in order to request help from female volunteers, talks about sexual material, and masturbates while talking to the female on the other end of the telephone. Professor Matek also reported the most common features of obscene telephone callers were low self-esteem and anger toward women. Other associations reported were brain damage, mental retardation, intoxication and psychosis.
There are a number of theories as to how telephone scatophilia develops. Kurt Freund, the late Czech-Canadian sexologist wrote numerous papers claiming that behaviours such as telephone scatophilia are caused by “courtship disorders”. According to Freund, normal courtship comprises four phases: (i) location of a partner, (ii) pre-tactile interactions, (iii) tactile interactions, and (iv) genital union. Freund also proposed that obscene telephone calling is a disturbance of the second phase of the courtship disorder. Similarly, Professor John Money proposed the ‘‘lovemap’’ theory suggesting that paraphiliac behaviour occurs when an abnormal lovemap develops which interferes with the ability to participate in loving sexual intercourse. In this model, telephone scatologia, is classified as an allurement paraphilia involving the preparatory or courtship phase prior to genital intercourse. Although these models describe many cases of telephone scatophilia, there is some empirical evidence that some obscene telephone callers have normal courtship behaviour.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Abel, G.G., Becker, J.V., Cunningham-Rathner, J., Mittelman, M. & Rouleau, J.L. (1988). Multiple paraphilic diagnoses among sex offenders. Bulletin of the American Academy of Psychiatry and the Law, 16, 153-168.
Bradford, J.M.W., Boulet, J. & Pawlak, A. (1992). The paraphilias: A multiplicity of deviant behaviors. Canadian Journal of Psychiatry, 37, 104-108.
Dalby, J.T. (1988). Is telephone scatalogia a variant of exhibitionism? International Journal of Offender Therapy and Comparative Criminology 32, 45-50.
Kafka, M.P. (2010). The DSM Diagnostic Criteria for Paraphilia Not Otherwise Specified. Archives of Sexual Behavior, 39, 373-376.
Kafka, M. P., & Hennen, J. (1999). The paraphilia-related disorders: An empirical investigation of nonparaphilic hypersexuality disorders in 206 outpatient males. Journal of Sex and Marital Therapy, 25, 305-319.
Krueger, R.B., & Kaplan, M.S. (2000). The nonviolent serial offender: Exhibitionism, frotteurism, and telephone scatalogia. In L.B. Schlesinger (Ed.), Serial offenders: Current thought, recent findings (pp. 103–118). Boca Raton, FL: CRC Press.
Kaur, A.A. & Pankaj, G. (2009). Telephone scatologia: An aural assault. Journal of Punjab Academy of Forensic Medicine and Toxicology, 9(2), 87-91.
Matek, O. (1988). Obscene phone callers. Journal of Social Work and Human Sexuality, 7, 113–130.
Mead, B.T. (1975). Coping with obscene phone calls. Medical Aspects of Human Sexuality, 9, 127-128.
Money, J. (1986). Lovemaps: Clinical concepts of sexual/erotic health and pathology, paraphilia, and gender transposition in childhood, adolescence, and maturity. New York: Irvington.
Price, M., Kafka, M., Commons, M. L., Gutheil, T. G., & Simpson, W. (2002). Telephone scatologia: Comorbidity with other paraphilias and paraphilia-related disorders. International Journal of Law and Psychiatry, 25, 37-49.