Category Archives: Computer games

Screen play ideas: A speculative look at trends in video game addiction

Gaming addiction has become a topic of increasing research interest. Over the last decade there has been a significant increase in the number of scientific studies examining various aspects of video game addiction. This has resulted in a wide-ranging selection of review papers focusing on different aspects of the topic. These include general literature reviews of video game addiction, reviews of online (as opposed to offline) gaming addiction, reviews of the main methodological issues in studying video game addiction, reviews of structural characteristics and their relationship with video game addiction, reviews of video game addiction treatment, reviews of video game addiction and co-morbidity/convergence with other addictions such as gambling addiction and Internet addiction, and miscellaneous review papers on very specific aspects of video game addictions such as social responsibility, screening instruments, or reviews refuting that video game addiction even exists.

Furthermore, the amount and the quality of research in the gaming addiction field has progressed much over the last decade but is still in its infancy compared to other more established behavioural addictions, such as pathological gambling. Today’s blog briefly provides a considered (and somewhat speculative) examination of what might happen in the gaming addiction field from a number of different standpoints (e.g., methodological, conceptual, technological). These are taken from a paper I recently published in Current Psychiatry Reviews with Dr. Daniel King (University of Adelaide, Australia) and Daria Kuss (Nottingham Trent University, UK). These trends were loosely modeled on a 2011 paper I wrote on the technological trends in gambling and published in Casino and Gaming International.

  • There is likely to be an even bigger increase in empirical research into problematic video game playing and video game addiction. This will of course be dependent on both appropriate funding streams and/or whether gaming addiction ends up being included in future psychiatric disorder classifications (e.g., Diagnostic and Statistical Manual, International Classification of Diseases, etc.). Future research is likely to include more epidemiological and/or general population data on media use, leading to better insights into the onset and course of problematic video game play and addiction.
  • Given the many different screening instruments that have been developed over the last decade, there is likely to be a refinement of video game addiction measures and greater consensus on its conceptualization, either as a single disorder and/or incorporated into other known disorders (e.g., impulse control disorder). This is also likely to lead to improved assessment tools based on such conceptualization(s).
  • Measures of gaming use and subsequent behaviour are likely to diversify in terms of media use, including social networking sites (SNS) and associated Internet resources. Already, games such as Call of Duty and Battlefield 3 are being released with their own SNS (e.g., COD Elite) that track player behaviour and provide feedback to players as to how to improve their game (thus functionally reinforcing video game play and thus have implications for excessive and/or potentially addictive play).
  • Gaming on the move is likely to be a big growth area that may have implications for excessive gaming via ‘convenience’ hardware such as handheld gaming consoles, PDA devices, mobile phones, tablet computers, and MP3 players.
  • Given the fact that the Internet is gender-neutral, there is likely to be increasing feminization of gaming where increasing numbers of females not only engage in the playing of online games, but also develop problems as a result. Casual gaming online is already popular among females. However, the biggest difference between male and female gaming is likely to be content-based (e.g., males may prefer competitive type gaming experiences whereas females may prefer co-operative type gaming experiences).
  • Given the increasing number of research teams in the gambling field being given direct access to gambling companies behavioural tracking data, there is likely to be an increasing number of such collaborations in the gaming studies field.
  • Given the increased importance of additional research into the structural and situational characteristics of consumptive behaviours (e.g., smoking nicotine, drinking alcohol, gambling, etc.), it is likely that research on design features within games and their psychological impact (including potential addiction) will increase as well. Such research has already begun (including quite a few studies by our gaming research unit).
  • As the diagnosis of video game addiction becomes more legitimate in psychiatric and medical circles, it will lead to better randomized control trials on interventions for problematic video game play than the ones already carried out. There is also likely to be an increase in the online medium itself being used as a treatment channel. The reasons that people like to engage in some online leisure activities (i.e., the fact that the online environment is non-face-to-face, convenient, accessible, affordable, anonymous, non-threatening, non-alienating, non-stigmatizing, etc.) may also be the very same reasons why people would want to seek advice, help and treatment online rather than in face-to-face situations.

Based on our review paper there are several noticeable trends that can be drawn from our recent reviews of problematic video game play and video game addiction.

  • There has been a significant increase in empirical research decade by decade since the early 1980s.
  • There has been a noticeable (and arguably strategic) shift in researching the mode of video game play. In the 1980s, research mainly concerned ‘pay-to-play’ arcade video games. In the 1990s, research mainly concerned stand alone (offline) video games played at home on consoles, PCs or handheld devices. In the 2000s, research mainly concerned online massively multiplayer video games.
  • There has been a noticeable shift in how data are collected. Up until the early 2000s, data about video game behaviour was typically collected face-to-face, whereas contemporary studies collect data online, strategically targeting online forums where gamers are known to (virtually) congregate. These samples are typically self-selecting and (by default) unrepresentative of the general population. Therefore, generalization is almost always one of the methodological shortcomings of this data collection approach.
  • Survey study sample sizes have generally increased. In the 1980s and 1990s, sample sizes were typically in the low hundreds. In the 2000s, sample sizes in their thousands – even if unrepresentative – are not uncommon.
  • There has been a diversification in the way data are collected including experiments, physiological investigations, secondary analysis of existing data (such as that collected from online forums), and behavioural tracking studies.
  • There has been increased research on adult (i.e., non-child and non-adolescent) samples reflecting the fact that the demographics of gaming have changed.
  • There has been increasing sophistication in relation to issues concerning assessment and measurement of problematic video game play and video game addiction. In the last few years, instruments have been developed that have more robust psychometric properties in terms of reliability and validity. However, there are still some concerns as many of the most widely used screening instruments were adapted from adult screens and much of the video game literature has examined children and adolescents. In other papers I have co-written with Dr. King, we have asserted that to enable future advances in the development and testing of interventions for video game-related problems, there must be some consensus among clinicians and researchers as to the precise classification of these problems. (In fact, we’ve just had a major review paper accepted on assessing video game addiction in Clinical Psychology Review which I examined in a previous blog).

Clearly, there exist a number of gaps in current understanding of problematic video game play and video game addiction. There is a need for epidemiological research to determine the incidence and prevalence of clinically significant problems associated with video game play in the broader population. There are too few clinical studies that describe the unique features and symptoms of problematic video game play and/or video game addiction. While the current empirical base is relatively small, gaming addiction has become a more mainstream area for psychological and psychiatric research and is likely to become an area of significant importance given the widespread popularity of gaming.

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

Additional input: Daria Kuss and Daniel King

Further reading

Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.

Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.

Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2009). The psychological study of video game players: Methodological challenges and practical advice. International Journal of Mental Health and Addiction, 7, 555-562.

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 role of structural characteristics in problem video game playing: A review. Cyberpsychology: Journal of Psychosocial Research on Cyberspace. Located at: http://www.cyberpsychology.eu/view.php?cisloclanku=2010041401&article=6.

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. (2010). Cognitive behavioural therapy for problematic video game players: Conceptual considerations and practice issues. Journal of CyberTherapy and Rehabilitstion, 3, 261-273.

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.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2012). Clinical interventions for technology-based problems: Excessive Internet and video game use. Journal of Cognitive Psychotherapy: An International Quarterly, 26, 43-56.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.

King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S. &, Griffiths, M.D. (2013). Psychometric assessment of pathological video-gaming: A systematic review. Clinical Psychology Review, 33, 331-342.

Scaling up: A brief look at the latest tool to assess addictive gaming

To date, there has been a lack of agreement among researchers as to the precise name and definition of video game addiction (both online and offline). However, there is a general consensus that excessive gaming can lead to a wide range of physical and psychological problems, and therefore necessary to explore the nature and the scale of the phenomenon. In doing so, it is important to use psychometrically validated measurement tools. Unfortunately, there is lack of these in the literature so far. Along with some colleagues (led by Dr. Daniel King), we recently published a paper examining all the instruments that have been used to assess problematic video gaming in the journal Clinical Psychology Review.

Our paper noted that pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. Our systematic review was designed to evaluate the standards in pathological video-gaming instrumentation and guidelines for sound psychometric assessment. We assessed a total of 63 quantitative studies, including eighteen instruments (representing 58,415 participants). Our findings indicated that the instruments were generally characterized as inconsistent. The strengths of available measures included: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, the key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggested that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict.

Most of the tools in current use have been modified from other questionnaires without their reliability and validity being tested. This includes those based on internet addiction (e.g., Kimberley Young’s Internet Addiction Test), pathological gambling (using the DSM–IV criteria), or behavioural addictions. An additional problem is that many of the measures focus exclusively on Massively Multiplayer Online Role Playing Game (MMORPG) users. In order to cover the whole range of online gamers, I recently helped co-develop an empirically based questionnaire consisting of 18 items called the Problematic Online Gaming Questionnaire (POGQ) that we published in the journal PLoS ONE.

In a recent 2011 study, some of my Hungarian colleagues (led by Dr. Koronczai) claimed in the journal Cyberpsychology, Behavior and Social Networking that a suitable measure should fit the following six criteria. It should have: (i) comprehensiveness (i.e., examining more, possibly all, aspects of problematic online gaming); (ii) brevity (in order to assess the more impulsive population as well and to facilitate incorporation into time-limited surveys); (iii) reliability and validity for different methods of data collection (e.g., online, paper-and-pencil self-rating, face-to-face); (iv) reliability and validity for different age groups (e.g., adolescents and adults); (v) cross-cultural reliability and validity; (vi) been validated on clinical samples. The measure should also serve as a basis for defining cutoff scores for dependence.

The POGQ is a short comprehensive measure and therefore fits to the first two requirements. It was also found to be a psychometrically adequate measure in a large convenience sample of adult online gamers. However, there is great need for a measure that is also suitable for survey type research in an offline data collection setting, and is reliable and valid for adolescents. Therefore, we modified the original POGQ to a 12-item version and applied it to an offline adolescent sample using pen-and-pencil data collection method (and published the findings in the journal Cyberpsychology, Behavior and Social Networking). This way both the third and the fourth points of the six criteria above were fulfilled.

The aim of or most recent study was twofold. The first goal was to explore the psychometric properties of the POGQ on a nationally representative adolescent sample as until recently it had only been used on adult gamer samples. The second goal was to assess the prevalence of problematic online gaming in a nationwide adolescent sample, as there have been only two nationally representative studies carried out on adolescents in the US and Germany.

The results of or study showed that the 12-item POGQ-SF had appropriate psychometric properties according to the statistical analysis performed on a nationally representative sample of adolescents. The analysis showed that 8.2% of gamers (4.6% of the whole sample) belonged to the at-risk group. We also found an additional 13.3% of adolescents (23.9% of gamers) showed symptoms of problematic online gaming above the average. Gamers belonging to the at-risk class were more likely to be male, more likely to play for five or more hours a day, have lower grade point average, have lower self-esteem, and higher depression score than gamers belonging to the other two classes. All these results are in line with findings of other studies confirming the validity of the measurement tool.

Despite the robustness of the study, an important limitation was that it was only carried out among Hungarian adolescents. For generalizability it must be applied and psychometrically tested on cross-cultural samples as well (see the aforementioned Criterion 5). It is also a future goal to confirm the POGQ on clinical samples (Criterion 6). This would allow all the six criteria requirements presented in the introduction to be met. The current POGQ is both short (Criterion 2) and comprehensive (Criterion 1), and assesses problematic online gaming in different age groups (Criterion 4) with different data collection methods (Criterion 3). We hope that the POGQ will facilitate future research and will serve as an adequate tool for assessing problematic online gaming.

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

Further reading

Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M.D., Pápay, O. & Oláh, A. (2012). The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS ONE, 7(5): e36417. doi:10.1371/journal.pone.0036417.

Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20, 594-602.

Gentile, D.A., Choo, H., Liau, A., et al. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, E319-E329.

King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S., Griffiths, M.D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33, 331-342.

Koronczai, B., Urban, R., Kokonyei, G., et al. (2011). Confirmation of the three-factor model of problematic internet use on off-line adolescent and adult samples. Cyberpsychology, Behavior and Social Networking, 14, 657–664.

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in children and adolescents: A review of empirical reearch. Journal of Behavioral Addictions, 1, 3-22.

Pápay, O., Urbán, R., Griffiths, M.D., Nagygyörgy, K., Farkas, J. Kökönyei, G., Felvinczi, K., Oláh, A., Elekes, Z., Demetrovics, Z. (2013). Psychometric properties of the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and prevalence of problematic online gaming in a national sample of adolescents. Cyberpsychology, Behavior, and Social Networking, doi:10.1089/cyber.2012.0484.

Rehbein, F., Kleimann, M, & Mossle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. CyberPsychology, Behavior and Social Networking, 13, 269–277.

Risky business: A brief look at simulated gambling in video gaming

Recent empirical research studies suggest that children and adolescents access online gambling activities using digital devices such as personal computers, laptops, smartphones, and other portable devices. Three national adolescent gambling surveys carried out for the National Lottery Commission in Great Britain have all shown a small minority of children and adolescents can and do gamble online. A 2011 study by Ipsos MORI reported that 2% of 11-16 year olds had played online lottery games and 2% had gambled on other online games (i.e., online casinos, online poker, online bingo and/or online sports betting). These data suggest that the first gambling experiences by some children and adolescents might occur via the Internet, mobile phones, and/or interactive television rather than in a traditional offline gaming venue such as a casino, amusement arcade or bookmakers.

As gambling on the internet has expanded, a wide range of ‘gambling-like’ activities has emerged on smartphones, social networking sites, and within video games. There are also opportunities to gamble without spending money on both commercial gambling websites and social networking sites. These ‘free play’ simulations of gambling activities provide opportunities for youth to practice or become more familiar with gambling activities without spending real money. Despite the proliferation of non-monetary gambling simulations, there has been little research or policy attention on them. Simulated gambling activities and gambling themes also feature in many modern video games. In a paper published in a 2012 issue of International Gambling Studies, I and my research colleagues (Dr. Paul Delfabbro and Dr. Daniel King of the University of Adelaide [Australia], and Dr. Jeff Derevensky of McGill University [Montreal, Canada]) noted that video games that feature gambling may be categorised according to the following three categories:

  • Standard gambling simulation: A digitally simulated interactive gambling activity that is structurally identical to the standard format of an established gambling activity, such as blackjack or roulette. For instance, Texas Hold ’em (TikGames) is a standard gambling simulation of the poker variant of the same name. Poker is played using virtual credits against a computer opponent or in competition with other online players. Playing poker represents the entirety of the gaming experience in this video game. In contrast, the video game Red Dead Redemption (Rockstar) features a casino situated within the virtual game world that allows players to gamble using in-game credit with or against other players in social competitions. However, the gambling content within this type of video game represents only a small part of the overall gaming experience.
  • Non-standard gambling simulation: An interactive gambling activity that involves the intentional wagering of in-game credits or other items on an uncertain outcome, in an activity that may be partially modelled on a standard gambling activity but which contains distinct player rules or other structural components that differ from established gambling games. For instance, the video game Fable II Pub Games contains three unique casino-style games, partly modelled on craps (dice), roulette, and slot machines. Players can wager ‘gold coins’ on chance-determined outcomes (i.e., patterns in cards, dice throws, spinning wheels, etc.) in order to win greater amounts of gold, as well as other items and prizes.
  • Gambling references: The appearance of non-interactive gambling material or gambling-related paraphernalia/materials within the context of the video game.

Online video games may also feature opportunities to gamble. For example, online games such as EVE Online and World of Warcraft include player-operated gambling activities using the in-game currency. These activities are usually supported through websites adjunctive to the video game (i.e., wagers are placed outside the game), but the gambling activity (i.e., winning and losing) takes place in the game world. Gambling activities include sports betting (e.g., placing bets on the outcome of player duels and battles) and lotteries (e.g., selling raffle tickets for a chance at winning a prize). The relative scarcity of in-game assets, including currency and items, makes them valuable to the game’s community of players. Some players will exchange real money for in-game currency as way of advancing more quickly in the game. The option to exchange in-game currency and other content (virtual goods) to other players for real world money thus gives these activities a limited, albeit indirect, financial element.

Modern video games provide realistic and sophisticated simulated gambling opportunities to youth. According to a paper we published in a 2010 issue of the Journal of Gambling Studies, the potential risks of young people engaging in simulated gambling include:

  • Greater familiarity with gambling and acceptance of gambling as a ‘normal’ entertainment activity;
  • The development of gambling strategies and the ability to practice these strategies without need of money;
  • The development of positive gambling beliefs and thoughts of ‘winning big’ associated with gambling;
  • Exposure to the excitement of gambling wins, including bonuses and jackpots;
  • False expectations about how gambling operates and an inflated sense of its long-term profitability.

Simulated gambling has the potential to offer positive experiences associated with gambling without the typical barriers to entry associated with gambling (e.g., money, age restriction). Although no actual money is involved in simulated gambling, it is recognised that people (including youth) are not only motivated to gamble for financial reasons. Gambling can provides excitement, relief from boredom, a way of coping with problems, and a means of social interaction (i.e., playing with friends). Very simply, gambling is engaged in not only for financial rewards, but for physiological, psychological, and/or social rewards. Simulated gambling activities may also enable youth to feel more comfortable with gambling per se, which may assist the transition from simulated gambling to gambling with real money.

A risk associated with video games that feature simulated gambling is that activities may often combine the skill and fast-paced action of a video game with the chance-based nature of gambling. This combination of skill and chance may set up false expectations about the governing rules and player control involved in gambling activities. For example, younger players may believe that, with sufficient practice, they can overcome and master the challenges of the game.

Youth gambling represents a serious social problem. Therefore, it is important for researchers, health professionals, and parents to be informed about emerging media risk factors for problem gambling. Commercial video gaming technologies provide young people with unrestricted access to realistic gambling and gambling-like experiences. This blog has highlighted that some commercial video games feature casino-style gambling activities that enable players to gamble using in-game credit with or against other players in social competition.

Simulated gambling in video games is often associated with incentives and rewards, such as virtual currency, rare in-game items, and other content of large contextual value in the game. While some video games with simulated gambling may be intended for use by adults only, many video games (e.g., Pokémon) feature content that appeals mainly to a younger audience. This material could therefore be considered a form of gambling advertising targeted at youth. Furthermore, simulated gambling in video games may enhance young players’ familiarity of casino and card games. Given the brief overview presented here, we would recommend that policymakers should critically consider the growing presence of gambling in online gaming and social media technologies, and associated issues of social responsibility as these activities become more monetised and/or promote or otherwise endorse involvement in monetary gambling activities.

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

Additional input: Dr. Daniel King and Dr. Paul Delfabbro

Further reading

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

Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.

Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2009). Adolescent gambling-like experiences: Are they a cause for concern? Education and Health, 27, 27-30.

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

Griffiths, M.D. & Wood, R.T.A. (2007). Adolescent Internet gambling: Preliminary results of a national survey. Education and Health, 25, 23-27.

Ipsos MORI. (2009). British Survey of Children, the National Lottery and Gambling 2008–09: Report of a quantitative survey. London: National Lottery Commission.

Ipsos MORI. (2011). Underage Gambling in England and Wales: A research study among 11-16 year olds on behalf of the National Lottery Commission. London: National Lottery Commission.

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.

Volberg, R., Gupta, R., Griffiths, M.D., Olason, D. & Delfabbro, P.H. (2010). An international perspective on youth gambling prevalence studies. International Journal of Adolescent Medicine and Health, 22, 3-38.

For whom the hell trolls: Harassment in online gaming

Trolling is an online phenomenon that people may witness without necessarily knowing what it is.  The term “troll” appears to have originated from a method of fishing, where one would fish by trailing a baited line behind a boat. However, many internet users often use the description of being a troll as a mythological creature that hides under bridges, waiting for an opportunity to pounce. With the latter definition, one can see the comparison with the modern day world with hiding under bridges being the online world waiting for an opportunity that may warrant a troll to take action. With the first definition, it is clear that casting a baited line as a form of provoking individuals into some form of emotional response.

Trolling appears to be a variably defined concept, with multiple definitions existing. It appears to have been first reported in 1999 by Dr. Judith Donath who argued that “trolling is a game about identity deception”, which suggests that a troll’s personal opinion is often avoided during the act. According to Dr Susan Herring and her colleagues, trolling comprises “luring others into often pointless and time-consuming discussions”. In a 2010 paper, Lochlan Morrissey expanded this even further by saying trolling is an utterer producing an intentionally false or incorrect utterance with high order intention [the plan] to elicit from recipient a particular response, generally negative or violent”. Thus, it appears trolling is an act of intentionally provoking and/or antagonising users in an online environment that creates an often desirable, sometimes predictable, outcome for the troll. Morrissey also states that trolling is a complex intentional act, that some may consider an art. On the other hand, others have included trolling as a form of cyberbullying.

To date, there has been very little empirical research into online trolling, with only two key studies being documented before we carried out our own research (but more of that later). The first of these was published by Dr. Pnina Shachaf and Dr. Norika Hara in the Journal of Information Science, and examined trolling in the context of Wikipedia. The second study by Susan Herring and her colleagues focused on trolling in feminist forums. Despite the lack of research, some key findings have emerged. Firstly, Herring’s study identified three types of messages sent by trolls. These were (i) messages from a sender who appears outwardly sincere, (ii) messages designed to attract predictable responses or flames, and (iii) messages that waste a group’s time by provoking futile argument. From this, it is apparent that trolling often merges with several other online behaviours. They pointed out that a troll is an online user that can be uncooperative, that seeks to confuse and deceive and can be a flamer by using insults.

Shachaf and Hara’s study on trolling within Wikipedia revealed that the main reasons for trolling were boredom, attention seeking, and revenge. Furthermore, they regarded Wikipedia as an entertainment venue, and found pleasure from causing damage to it and the people who used the site. Herring’s paper argued that it is non-mainstream environments that are especially vulnerable (such as forums) as they “provide a new arena for the enactment of power inequities such as those motivated by sexism, racism, and heterosexism”. Due to this, one could suggest that trolling is a behaviour that is facilitated and possibly exacerbated by the anonymity of the internet.

Many authors have argued that relative anonymity facilitates disinhibition, resulting in flaming and harassment. This online disinhibition effect is well established in the literature (particularly in a 2004 paper in the journal CyberPsychology and Behavior by Dr. John Suler). As a 2011 paper on internet addiction by Dr. Laura Widyanto myself noted, the internet “might lead to disinhibition, whereby individuals feel more confident as they are protected by their anonymity”. Therefore, internet users have an opportunity to present themselves differently online. From this, the opportunity for trolling is undeniably present as Widyanto and myself make clear, “the internet provides anonymity, which removes the threat of confrontation, rejection and other consequences of behaviour”. This allows individuals to behave online in ways that they would not normally do in the offline world.

Research suggests that anonymity, which is naturally characterised by the internet, may affect a person’s self-esteem. Self-esteem has been consistently associated as an important determinant of adolescent mental health with lower self-esteem being linked to depression and increased levels of anxiety. Therefore, it has been claimed that high self-esteem is psychologically healthy. However, online interactions allow an individual to represent a different self, leading to increased feelings of self-worth and therefore be more psychologically healthy.

However, research into online trolling had not established any association between the effects of trolling and self-esteem, and was one of the main reasons we carried out our own research into the topic. There is quite a lot of research into self-esteem and more general internet use. For instance, research indicates that individuals with low self-esteem prefer to communicate with others through the internet, such as emails, rather than face-to-face. It has also been found that general internet use increases self-esteem, and some research has indicated that video game use decreases self-esteem. This suggests that the internet can be used as a form of social interaction that positively affects self-esteem for those with considerably low self-esteem. However, given the evolution of online gaming in recent years, the effect of self-esteem while playing online video games where social interaction (including trolling) can occur is relatively unknown.

Until recently, trolling had never been studied in an online video game context and there is still little empirically known about it in the most general sense of the term. Trolling often merges other online behaviours such as flaming. Dr. Angela Adrian (in a 2010 issue of Computer Law and Security Review) offers limited, albeit useful, insight into how an individual may troll during online gaming. Adrian names those who enact such behaviour as “griefers”, a term used on those who try to ruin a gaming experience, often by team-killing or obstructing objectives. It could be that griefing is one such behaviour used during trolling in the context of an online video game. Furthermore, given the evolution of online gaming, it is possible that the behaviour of trolling has evolved to fit into the context in which the trolling is being used in (e.g., online forums, Wikipedia, video games), and therefore, contains many other online behaviours that are used to disrupt others’ gaming enjoyment.

Given the little psychological research that had been conducted beyond the fact that it exists Scott Thacker and myself carried out a study to examine the (i) frequency of trolling, (ii) type and reasons for trolling and (iii) the effects trolling may have on self-esteem. Using an online survey, a self-selected sample of 125 gamers participated in our study. Our results showed that trolls tended to play longer gaming sessions. Frequent trolls were significantly younger and male. Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Reasons for trolling included amusement, boredom, and revenge. Witnessing trolling was positively associated with self-esteem, whereas experiencing trolling was negatively associated. Experience of trolling was positively correlated with frequency of trolling. Although the study used a self-selecting sample, the results appear to provide a tentative benchmark into video game trolling and its potential effects on self-esteem.

Our study has many limitations that need to be taken into account. Firstly, due to the nature of questionnaire design and it being self-report, it may be open to social desirability effects (i.e., participants may answer differently to represent a different self) and any of the other known problems with self-report methods (e.g., unreliable memory and recall biases, etc.). Another major limitation was that the sample was self-selecting and modest in size. This raises questions into its relative generalizability. Despite these limitations, our exploratory study appears to provide several key findings that now provide a preliminary benchmark into video game trolling where there was no previous research. Moreover, it expands the neglected research into online trolling and offers areas and directions for future research.

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

Additional input: Scott Thacker

Further reading

Adrian, A. (2010). Beyond griefing: Virtual crime. Computer Law and Security Review, 26, 640-648.

Donath, J. S. (1999). Identity and deception in the virtual community. In M. A. Smith and P. Kollock (Eds.), Communities in cyberspace (pp. 29–59). London: Routledge.

Herring, S., Job-Sluder, K., Scheckler, R. & Barab, S. (2002). Searching for safety online: Managing “Trolling” in a feminist forum. The Information Society, 18, 371-384.

Morrissey, L. (2010). Trolling is a art: Towards a schematic classification of intention in internet trolling. Griffith Working Papers in Pragmatics and Intercultural Communications, 3(2), 75-82.

Shachaf, P. & Hara, N. (2010). Beyond vandalism: Wikipedia trolls. Journal of Information Science, 36(3), 357-370.

Suler, J. R. (2004). The online dishibition effect. CyberPsychology and Behaviour, 7, 321-326.

Thacker, S. & Griffiths, M.D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 17-33.

Widyanto, L., & Griffiths, M. D. (2011). An empirical study of problematic internet use and self-esteem. International Journal of Cyber Behaviour, Psychology and Learning, 1(1), 13-24.

Willard, N. (2006). Cyberbullying and cyberthreats: responding to the challenge of online social cruelty, threats, and distress. Center for Safe and Responsible Internet Use.

Stats entertainment: A review of my 2012 blogs

My last blog of 2012 was not written by me but was prepared by the WordPress.com stats helper. I thought a few of you might be interested in the kind of person that reads my blogs. I also wanted to wish all my readers a happy new year and thank you for taking the time to read my posts.

Here’s an excerpt:

About 55,000 tourists visit Liechtenstein every year. This blog was viewed about 180,000 times in 2012. If it were Liechtenstein, it would take about 3 years for that many people to see it. Your blog had more visits than a small country in Europe!

Click here to see the complete report.

Character building: Can the buying of virtual assets be addictive?

The potentially addicting nature of online gaming has been well documented over the last decade by many researchers (including many papers from my own research unit). One of the unforeseen consequences of the online gaming revolution is the (sometimes seemingly extraordinary) demand for virtual within-game assets (such as the buying of clothing, cosmetic items, and other accessories for online characters). Given the increase of companies whose only products are virtual gaming accessories, there is clear evidence for the growing demand by online gamers for such virtual assets. (In fact, a story published online reviewed the case of a Chinese woman who in her divorce case demanded a share of the couple’s virtual assets from their gaming).

From a personal perspective, I can see the attraction of having a personalized avatar. When I first bought a Wii console for my children, we spent hours creating our in-game characters (mine was quite easy for my kids to create as almost any Wii character with dark hair, beard, moustache, and glasses looks vaguely like me). I prefer playing Wii tennis and other sports with my own avatar. I also know that from my own psychological research into Facebook use, that users on social networking sites will spend real money to buy virtual assets for games like Farmville, as well as using real money to buy virtual currency to play games like poker (for points).

Over the weekend, I was sent an online article published by Priyanka Singh on the MMOBUX website about someone who claimed they were becoming addicted to the buying of virtual assets for the game he was playing online (MapleStory, a 2-D fantasy multiplayer online role playing game where progress in the game is determined by the successful playing of a series of quests). The article provided a first person account written by a female adolescent (presumably in her middle to late teens) about her increasing buying behaviour at a virtual ‘Item Mall’. According to the anonymous person who wrote the account provided by Singh:

“An Item Mall is a dangerous place for players who demand more from the game. Instead of focusing their efforts on the task at hand, players usually turn to the Item Mall to spend real world money in it. It is a trend which continues to happen now, across every MMO which can be labeled an obsession. [An Item Mall] is a place that host items which cannot be purchased directly through vendors. So much so…[that] purchasing cosmetic items in the Item Mall using real world money [can] transform into a deadly, yet uncontrollable obsession”

In 2006 the young woman in question started to play MapleStory. It was while playing the game that she started to notice the bespoke outfits worn by other characters playing the game. She then discovered that MapleStory had its own Item Mall where players could buy (among other things) character outfits, pets, pet accessories, weapons, etc. It was at the Item Mall that the player first bought a $30 (Canadian) game card (that was converted into 20,000 Nexon points) that can only be spent on virtual items for use in the MapleStory online game. She only bought a few of the available items but all of the Nexon points were spent. It was over a fairly short period of time that the gamer noticed she was spending more time in the Item Mall than playing the game itself. As she noted:

“I’d be entering the Item Mall more often to look at the new cosmetic items posted for purchase. Eventually I caved in and bought more items which included a staff, a cat and accessories. Needless to say the idea of buying virtual items was appealing to me. Through my purchases, I was constantly reminded these items lasted only 60 days until they expire. Regardless of the reminders, I continued to purchase more items until the point it became a direct obsession and a habit which couldn’t be mended easily”.

She browsed in the Item Mall for longer and longer periods and would mix and match clothing and accessories for her avatar. Spending $100 (Canadian) was not uncommon, and the buying of the virtual assets “became second nature” to the point where she spent more time in the Item Mall than playing and going on quests in MapleStory. The spending of money on virtual assets at the item Mall (that he couldn’t afford) went on for half a year, and led to a number of negative consequences:

“My grades dropped [and] I was placed on probation for the semester. Of course, in addition to failing my subjects, the tension at home intensified. I was banned from the laptop. Taking matters into my own hands, I stopped myself from playing MapleStory for a week but it was unbearable. Once I gained access back into the game, I immediately headed for the Item Mall and purchased new items. After a month or so, I began to realize what I was becoming – an Item Mall addict. By that point I realized this got a little too out of hand and I uninstalled the game before the damage was permanent”.

Such consequences certainly look like the negative detrimental effects that I have encountered in other behavioural addictions such as gambling addiction. The excessive behaviour (or simply spending much more than could be afforded) led to a negative impact on her education. When he tried to stop, it became “unbearable” (presumably because of the withdrawal effects of mot being able to log into the Item Mall). After a week she relapsed and logged on and bought more virtual assets for her online gaming character. By her own admission, she realized he might be becoming an ‘Item Mall addict’. She also provided a more reflective outlook on her past behaviour when in the Item Mall:

“Now when I look back at my behavior, it was unacceptable. Although I can understand and sympathize why buying virtual items was addicting; [my] character was dressed up in the most fashionable threads or holding a bad-ass weapons others couldn’t afford. It gives you a sense of ‘uniqueness’ if it can be called that. I’m glad I quit the game before it couldn’t be controlled. It was money wasted when placed into perspective. Though I was lucky (in a way) I had own my own credit card and I didn’t use my parents’ card for the purchases. In conclusion, buying virtual items is a waste of money and time. Most of if not all virtual items contain an expiry date after which the item disappears from your inventory…I was lucky I wasn’t a complete addict but I was close to being one”.

My own take on this is that because the virtual items are (in effect) ‘rented’ (as the items bought ‘expire’ after six months), it is almost a licence to print money for the company selling the virtual assets. I have no idea if the gamer that wrote the account of her Item Mall behaviour was a genuine obsession or addiction, but it was certainly a behaviour that was problematic and impacted negatively on her life. Spending hundreds and hundreds of dollars on virtual assets is not sustainable for most adolescents and is likely to lead to problems (irrespective of whether the behaviour can be defined as genuinely ‘addictive”). This is certainly an area where empirical research is needed as the buying of virtual assets is – for some gamers – likely to become a major part of how they spend their disposable income. This anecdotal case study also raises questions of whether the excessive spending of money on virtual assets for game characters is more of a female (than male) behaviour.

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

Further reading

Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.

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

Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, in press.

Hyped Talk (2010). Virtually addicted Chinese woman claims virtual assets in her divorce plea. http://hypedtalk.blogspot.co.uk/2010/12/virtually-addicted-chinese-women-claims.html

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. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.

Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: 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.

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.

Singh, P. (2012). Maple Story Item Mall Addiction (A Virtual Asset Case Study). MMOBUX, October 12. Located at: http://www.mmobux.com/articles/3870/maple-story-item-mall-addiction-a-virtual-asset-case-study

Altered states: The psychology of distraction in gambling

I’m sure that most of you are aware that nearly all casinos around the world do not have clocks or windows. Casino operators don’t want their customers to think about time or give them external cues such as whether it’s night or day. By doing this, a gambler’s temporal perception is altered and gamblers may lose track of time and reality (and hopefully spend more money!). Although this may not be good from a financial perspective, from a psychological perspective, losing track of time and reality may not necessarily be such a bad thing.

Psychologists believe that gambling is an excellent  ‘distractor task’. What we mean is that playing slot machines, roulette or poker, has the capacity to engage much of a gambler’s individual active attention because of the cognitive and motor activity that is needed. Continuous gambling also allows the possibility to sustain achievement because of the level of difficulty and skills involved in most games. In short, they provide a challenge that uses a lot of mental energy.

One positive benefit of gambling may be a temporarily higher pain threshold. Research studies have shown that cognitive and attentional distraction has the capacity to block the perception of pain. The reasoning behind this is that distractor tasks (such as gambling and videogame playing) consume some degree of the attentional capacity that would otherwise be devoted to pain perception. Although gambling has never been tested in this way experimentally, research into videogame playing and pain perception has shown that those who play videogames after treatment for things like chemotherapy need significantly less painkillers than those who don’t play videogames. However, one of the problems with this type of “snapshot” research is that there has been no long-term follow-up and it is unclear whether players eventually tire of such games. Therefore other factors need to be explored such as novelty of the activity, game preference, and relative level of challenge.

There has also been an increasing amount of research showing that gamblers who play for long periods of time can enter “dissociative states” of mind. Dissociation is a form of altered state of consciousness. These behaviours lie on a continuum and range from losing track of time, feeling like your someone else, blacking out, not recalling how you got somewhere or what you did, and being in a trance like state. In its most extreme form it can include multi-personality disorders.

Dissociation also needs to be differentiated from distraction although it could be the case that they are at opposite ends of the same continuum. For example, a person may use gambling as a distracting activity but over time may progress into a dissociative one. Distraction usually involves a person’s attention being pulled somewhere other than where he or she wants it to go although some people may deliberately engage in some activities (like drinking alcohol, gambling, smoking etc.) as a way of shifting their thoughts away from something they do not want to think about. Distraction can be born out of boredom, lack of interest, melancholy and creativity. More generally it can be viewed as a low-level state of avoidance. It may also be a symptom of depressive or mood disorders and high levels of stress. On the whole, losing track of time because of distraction is normal when you are having fun. Blacking or going into a dissociative trance like state is not!

There is also the possibility that the medium of gambling influences distraction capacity. For instance, some of my own research has suggested that the Internet may provide immersive and dissociative feelings for its users and may facilitate feelings of escape. I also believe that the anonymity of the Internet allows users to privately engage in activities like gambling without the fear of stigma. The anonymity may also provide the gambler with a greater sense of perceived control over the content, tone, and nature of the online experience.

Anonymity can also increase feelings of psychological comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgement in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit particularly when losing as no-one can actually see your face. However, one of the consequences of technology and the Internet has been to reduce the fundamentally social nature of gambling to an activity that in many cases is asocial. Most problem gamblers report that at the height of their problem gambling, it is a solitary activity. Gambling in a social setting has the potential to provide a kind of “safety net” for over-spenders as friends will often notice excessive and  ‘out of character’ behaviour. This is lost when gambling alone on the Internet.

The interactivity of the Internet may also be psychologically rewarding and different from other more passive forms of entertainment (such as television). Psychological research has consistently shown the increased personal involvement on a gambling activity can increase the illusion of control that in turn may facilitate increased gambling. The interactive nature of the Internet may therefore provide a convenient way of increasing such personal involvement.

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.  (2005).  The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies. pp. 161-171. Boston: MIT Press.

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

Griffiths, M.D. (2007). Gambling psychology: Motivation, emotion and control, Casino and Gaming International, (3)4 (November), 71-76.

Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.

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., Wood, R.T.A., Parke, J. & Parke, A. (2006). Dissociative states in problem gambling. In C. Allcock (Ed.). Current Issues Related To Dissociation. pp.27-37. Melbourne: Australian Gaming Council.

Parke, A. & Griffiths, M.D. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20, 250-260.

Wood, R.T.A., Griffiths, M.D. & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study. CyberPsychology and Behavior, 10, 45-56.

The cultural influence of females in video games

As someone who has been researching in the area of video games for almost a quarter of a century, I have witnessed first hand the significant impact that video games have had in popular culture. Almost everywhere you look, you can see their influence on films, television, and popular music.

From the early 1970s to the mid-1990s, most people would probably agree that video game playing was the domain of a mainly male adolescent subculture. But that is not to say there haven’t been pivotal moments where videogames crept into more general consciousness. After Pong’s introduction in 1972 we saw more and more iconic videogames and characters flirt with the cultural mainstream, including Space Invaders in the late 1970s, Pacman in the early 1980s, and the Mario Brothers in the mid-1980s.  This even spawned a film, Super Mario Bros., in 1993, which although a critical disaster marked the first real foray of videogames into big-budget movies.

For some though, the real point at which videogames became part of the cultural mainstream was the success of Lara Croft in the Tomb Raider series. When it comes to computer games, cyber-icon Lara Croft was one of the most psychologically interesting phenomena of the late 1990s. With her exaggerated bombshell figure and assertively aggressive attitude, Lara was the first sex-symbol of the digital age as well as a symbol of change within the videogame industry and wider culture.

In the UK she coincided with the rise of the ladette, the Spice Girls and Grrrl Power. She represented fearless femininity combined with a traditionally masculine drive to succeed and conquer which made her both a pin-up and a non-traditional female role model. Traditionally, cultural pastimes open up to the involvement of women thanks to torch-bearers, strong role models who inspire others in their path such as Patti Smith, Debbie Harry, Sandra Bernhardt, and Vivienne Westwood. We also witnessed this in Hollywood blockbusters with strong leading female roles for Sigourney Weaver as Ellen Ripley in the Alien films, and Linda Hamilton as Sarah Connor in The Terminator films and television series.

Then came the turn of video games. Female video gamers needed strong female icons to bring them into the fold and Lara was created partly in response to this absence.  However, it was suggested that far from liking Lara, most women felt intimidated by her because she was the ultimate male fantasy. What’s more, others say that Tomb Raider was another example of men manipulating women to become their creation, their plaything – albeit digitally.

However, this is too simple a view of such a powerful cultural icon. To say that she is the ‘Page 3 girl’ of the cyber world is to look merely at the surface.  Most Tomb Raider players weren’t lusting adolescents. Lara was unlike any other female that appeared in videogames before her. Up until Tomb Raider, females tended to be cast as victims of violence (e.g. Night Trap), victims to be rescued, and/or diversions from the action (Sonic the Hedgehog’s girlfriend, the princess in Super Mario). Lara on the other hand was the all-English action heroine and good-time girl. She didn’t rely on super-human powers – she was someone who worked hard and achieved more. Later versions of Lara – such as Tomb Raider: Legend – featured a less sexualised version.

Her femininity enhanced her, it neither hampered nor defined her. Although we could not now imagine Lara without her pneumatic figure, she is not labeled solely by it.  She is the woman who broke away from the female whilst embracing it, a cyber-dichotomy who broke free of the perceived limitations of her sex while still retaining her femininity through her body.  She achieved what women still struggle with, accepting her body in all its freakish proportions (and they are freakish) and still solving the riddle and defeating the bad guy.

Despite Lara’s influence, there are still a few video games where the female characters are ancillary, a sidekick, and/or cast in the victim role (such as the princess in Prince of Persia that has to be rescued, or sidekicks such as Mona Sax in Max Payne or Sheva Alomar in Resident Evil 5). However, there is now an abundance of strong female protagonists.

Historically, the bounty hunter Samus Aran (from the Metroid games) is held up as a positive role model in video games. In fact, most players were unaware that the lead protagonist was female until the end of the game because she wore mechanical armour. In this instance, her female characteristics were not emphasized over her viability as a video game character. Post-Lara, this is further reflected in characters such as Chun Li (Street Fighter), Nariko (Heavenly Sword), Cate Archer (No-one Lives Forever), Jill Valentine (Resident Evil), Faith (Mirror’s Edge) and Chell (Portal). Perhaps the new breed of immensely powerful female protagonists is best exemplified by Bayonetta Her character has been described as a “hardcore badass brimming with sexual energy” and a “Lara Croft without the prudishness”.

Why should women in videogames be ugly and frumpy? Gaming is a form of escapism, not a reality. We construct our fantasies with what we actually desire, not what we think we should. Look at films, look at music. The unattractive women in dowdy clothes and unflattering haircuts are nowhere to be found. Pop is full of nubile nymphets, straight out of Lolita, or vamps with Monroe-esque curves. We want to look at beauty, at sex. We want to look at Bayonetta, at April Ryan, at Cammy.

Lara Croft was the first and the original cyberbabe and brought video games into the cultural mainstream. She was (and arguably still is) highly popular not only because she was the first, but more importantly because Tomb Raider itself is a good game. That is not to say that the portrayal of women in video games has ceased to court controversy. Violence against women (such as particular scenes in the Grand Theft Auto franchise) is still present but appears to be diminishing. Therefore, digital media creators need to realize (if they don’t already) that their character representations have the power to engage or disengage their audience and players. Online games have the potential to take things to a different level. Players can create their own avatars and gender swap. They can experiment with different parts of their personalities. Some real time strategy games include women as a prominent part of the story line (such as Warcraft III, Command and Conquer). Additionally, they include female fighting units that can be created, recruited, and controlled by the player.

Strong females like Lara and Bayonetta, help shape represent modern femininity. Often described as “tough chicks” and “action girls”, they display hybrid attributes that are both masculine and feminine. These new visions of female role models offer female empowerment. However, there are clearly many different gaming audiences, and everything associated with a game and game character is subjective. Gaming has grown up and it is now possible to create unique and/or distinctive characters that have a generally broad appeal across gender, age, and gamer types – not just adolescent boys. Recent research has also shown there is a desire among many gamers to see more varied female characters in games. The significant increase in the number of strong female characters within mainstream games is not only a sign of the times but something to be applauded and built on.

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