Category Archives: Gambling

More term warfare: Is the concept of ‘internet addiction’ a misnomer?

A recent study by Professor Phil Reed and his colleagues published in the Journal of Clinical Psychiatry provided some experimental evidence that internet addicts may be conditioned by what they view on the screen. Given that I was the first person in the world to publish an academic paper on internet addiction back in November 1996 it’s good to see that the number of studies into internet addiction has grown substantially over the last 20 years and that there are now hundreds of studies that have investigated the disorder worldwide in many different ways.

This newly published study is one of the few in the field that has investigated internet addiction from an experimental perspective (as opposed the majority that use self-report survey methods and the increasing number of neuroimaging studies examining what happens inside the brains of those who spend excessive amounts of time online).

Professor Reed’s study involved 100 adult volunteers who were deprived of internet access for four hours. The research team then asked the participants to name a colour (the first one that they could think of) and then gave them 15 minutes to access any websites that they wanted to on the internet. The research team monitored all the sites that the participants visited and after the 15-minute period they were again asked to think of the first colour that came to mind. The participants were also asked to complete various psychometric questionnaires including the Internet Addiction Test (IAT). The IAT is a 20-item test where each item is scored from 0 [not applicable] or 1 [rarely] up to 5 [always]. An example item is How often do you check your e-mail before something else that you need to do?” Those scoring 80 or above (out of 100) are typically defined as having a probable addiction to the internet by those who have used the IAT in previous studies.

Those classed as “high problem [internet] users” on the basis of IAT scores (and who were deprived internet access) were more likely to choose a colour that was prominent on the websites they visited during the 15-minute period after internet deprivation. This wasn’t found in those not classed as internet addicts. Professor Reed said:

“The internet addicts chose a colour associated with the websites they had just visited [and] suggests that aspects of the websites viewed after a period without the net became positively valued. Similar findings have been seen with people who misuse substances, with previous studies showing that a cue associated with any drug that relieves withdrawal becomes positively valued itself. This is the first time though that such an effect has been seen for a behavioural addiction like problematic internet usage”.

While this is an interesting finding there are some major shortcomings both from a methodological standpoint and from a more conceptual angle. Firstly, the number of high problem internet users that were deprived internet access for four hours comprised just 12 individuals so the sample size was incredibly low. Secondly, the individuals classed as high problem internet users had IAT scores ranging from 40 to 72. In short, it is highly unlikely that any of the participants were actually addicted to the internet. Thirdly, although the IAT is arguably the most used screen in the field, it has questionable reliability and validity and is now very out-dated (having been devised in 1998) and does not use the criteria suggested for Internet Disorder in the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Using more recently developed instruments such as our own Internet Disorder Scale would have perhaps overcome some of these problems.

There are also much wider problems with the use of the term ‘internet addiction’ as most studies in the field have really investigated addictions on the internet rather than to the internet. For instance, individuals addicted to online gaming, online gambling or online shopping are not internet addicts. They are gambling addicts, gaming addicts or shopping addicts that are using the medium of the internet to engage in their addictive behaviour. There are of course some activities – such as social networking – that could be argued to be a genuine type of internet addiction as such activities only take place online. However, the addiction is to an application rather than the internet itself and this should be termed social networking addiction rather than internet addiction. In short, the overwhelming majority of so-called internet addicts are no more addicted to the internet than alcoholics are addicted to the bottle.

A shorter version of this article was first published in The Conversation

Dr Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. & Kuss, D.J. (2015). Online addictions: The case of gambling, video gaming, and social networking. In Sundar, S.S. (Ed.), Handbook of the Psychology of Communication Technology (pp.384-403). Chichester: Wiley-Blackwell.

Griffiths, M.D., Kuss, D.J. & Demetrovics, Z. (2014). Social networking addiction: An overview of preliminary findings. In K. Rosenberg & L. Feder (Eds.), Behavioral Addictions: Criteria, Evidence and Treatment (pp.119-141). New York: Elsevier.

Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.

Griffiths, M.D. & Pontes, H.M. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research and Therapy, 5: e124. doi:10.4172/2155-6105.1000e124.

Kuss, D.J. & Griffiths, M.D. (2015). Internet Addiction in Psychotherapy. Basingstoke: Palgrave Macmillan.

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.

Osborne, L. A., Romano, M., Re, F., Roaro, A., Truzoli, R., & Reed, P. (2016). Evidence for an internet addiction disorder: internet exposure reinforces color preference in withdrawn problem users. Journal of Clinical Psychiatry, 77(2), 269-274.

Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.

Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.

Cite seeing: A brief guide for academics to increase their citation count

Apologies to any non-academics reading my blog today but this article will be of more interest to academic researchers than anyone else as it examines the strategies that I have used to get (what some people have claimed as) an “excessive” number of citations to my published work. All academics are aware that the use of bibliometric data is becoming ever more important in academia. Along with impact factors of academic journals, one of the most important bibliometric indicators is citation counts. These are increasingly being used in a number of contexts including internal assessment (e.g., going for a job promotion) and external assessments (e.g., use in the Research Excellence Framework [REF] as a proxy measure of quality and impact).

In June 2016 I reached close to 30,000 citations on Google Scholar and this is good evidence that what I do day-to-day works. I have an h-index of 91 (i.e., at least 91 of my papers have been cited 91 times) and an i10-index of 377 (i.e., a least 377 of my papers have been cited 10 times).

Citation counts take years to accumulate but you can help boost your citations in a number of different ways. Here are my tips and strategies that I personally use and that I know work. It probably goes without saying that the more you write and publish, the greater the number of citations. However, here are my top ten tips and based on a number of review papers on the topic (see ‘Further reading’ below):

  • Choose your paper’s keywords carefully: In an age of search engines and academic database searching, keywords in your publications are critical. Key words and phrases in the paper’s title and abstract are also useful for search purposes.
  • Use the same name on all your papers and use ORCID: I wish someone had told me at the start of my career that name initials were important. I had no idea that there were so many academics called ‘Mark Griffiths’. Adding my middle initial (‘D’) has helped a lot. You can also use an ORCID or ResearcherID and link it to your publications.
  • Make your papers as easily accessible as possible: Personally, I make good use of many different websites to upload papers and articles to (ResearchGate and academia.edu being the two most useful to me personally). Your own university institutional repositories can also be useful in this respect. All self-archiving is useful. It is also especially important to keep research pages up-to-date if you want your most recent papers to be read and cited.
  • Disseminate and promote your research wherever you can: I find that many British academics do not like to publicise their work but ever since I was a PhD student I have promoted my work in as many different places as possible including conferences, seminars, workshops and the mass media. More recently I have used social media excessively (such as tweeting links to papers I’ve just published). I also write media releases for work that I think will have mass appeal and work with my university Press Office to ensure dissemination is as wide as possible. I also actively promote my work in other ways including personal dissemination (e.g., my blogs) as well as sending copies of papers to key people in my field in addition to interested stakeholder groups (policymakers, gaming industry, treatment providers, etc.). I have a high profile web presence via my many websites.
  • Cite your previously published papers: Self-citation is often viewed quite negatively by some academics but it is absolutely fine to cite your own work where relevant on a new manuscript. Citing my own work has never hurt my academic career.
  • Publish in journals that you know others in your field read: Although many academics aim to get in the highest impact factor journal that they can, this doesn’t always lead to the highest number of citations. For instance, when I submit a gambling paper I often submit to the Journal of Gambling Studies (Impact factor=2.75). This is because gambling is a very interdisciplinary field and many of my colleagues (who work in disparate disciplines – law, criminology, social policy, economics, sociology, etc.) don’t read psychology journals. Some of my highest cited papers have been in specialist journals.
  • Try to publish in Open Access journals: Research has consistently shown that Open Access papers get higher citation rates than non-Open Access papers.
  • Write review papers: Although I publish lots of empirical papers I learned very early on in my academic career that review papers are more likely to be cited. I often try to write the first review papers in particular areas as everyone then has to cite them! Some types of outputs (especially those that don’t have an abstract) are usually poorly cited (e.g., editorials, letters to editors).
  • Submit to special issues of journals: Submitting a paper to a special issue of a journal increases the likelihood that others in your field will read it (as it will have more visibility). Papers won’t be cited if they are not read in the first place!
  • Publish collaboratively and where possible with international teams. Again, research has consistently shown that working with others collaboratively (i.e., team-authored papers) and in an international context has been shown to significantly increase citation counts.

Finally, here are a few more nuggets of information that you should know when thinking about how to improve your citation counts.

  • There is a correlation between number of citations and the impact factor of the journal but if you work in an interdisciplinary field like me, more specialist journals may lead to higher citation counts.
  • The size of the paper and reference list correlates with citation counts (although this may be connected with review papers as they are generally longer and get more cited than non-review papers.
  • Publish with ‘big names’ in the field. Publishing with the pioneers in your field will lead to more citations.
  • Get you work on Wikipedia References cited by Wikipedia pages get cited more. In fact, write Wikipedia pages for topics in your areas.
  • Somewhat bizarrely (but true) papers that ask a question in the title have lower citation rates. Titles that have colons in the title have higher citation rates.

Note: A version of this article was first published in the PsyPAG Quarterly (see below)

Dr Mark Griffiths, Professor of Behavioural Addictions, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Ball, P. (2011). Are scientific reputations boosted artificially? Nature, May 6. Located at: http://www.nature.com/news/2011/110506/full/news.2011.270.html (last accessed April 27, 2015).

Bornmann, L., & Daniel, H. D. (2008). What do citation counts measure? A review of studies on citing behavior. Journal of Documentation, 64(1), 45-80.

Corbyn, Z. (2010). An easy way to boost a paper’s citations. Nature, August 13. Located at: http://dx.doi.org/10.1038/news.2010.406 (last accessed April 27, 2015).

Ebrahim. N. A. (2012). Publication marketing tools – Enhancing research visibility and improving citations. University of Malaya. Kuala Lumpur, Malaysia. Available at: http://works.bepress.com/aleebrahim/64

Ebrahim, N., Salehi, H., Embi, M. A., Habibi, F., Gholizadeh, H., Motahar, S. M., & Ordi, A. (2013). Effective strategies for increasing citation frequency. International Education Studies, 6(11), 93-99.

Ebrahim, N.A., Salehi, H., Embi, M. A., Habibi, F., Gholizadeh, H., & Motahar, S. M. (2014). Visibility and citation impact. International Education Studies, 7(4), 120-125.

Griffiths, M.D. (2005). Self-citation: A practical guide. Null Hypothesis: The Journal of Unlikely Science (‘Best of’ issue), 15-16.

Griffiths, M.D. (2015). How to improve your citation count. Psy-PAG Quarterly, 96, 23-24.

Jamali, H. R., & Nikzad, M. (2011). Article title type and its relation with the number of downloads and citations. Scientometrics, 88(2), 653-661.

Marashi, S.-A., Amin, H.-N., Alishah, K., Hadi, M., Karimi, A., & Hosseinian, S. (2013). Impact of Wikipedia on citation trends. EXCLI Journal, 12, 15-19.

MacCallum, C. J., & Parthasarathy, H. (2006). Open Access increases citation rate. PLoS Biology, 4(5), e176, http://dx.doi.org/10.1371/journal.pbio.0040176

Swan, A. (2010) The Open Access citation advantage: Studies and results to date. Located at: http://eprints.soton.ac.uk/268516/ (last accessed April 27, 2015).

Vanclay, J. K. (2013). Factors affecting citation rates in environmental science. Journal of Informetrics, 7(2), 265-271.

van Wesel, M., Wyatt, S., & ten Haaf, J. (2014). What a difference a colon makes: How superficial factors influence subsequent citation. Scientometrics, 98(3): 1601–1615.

Back tracking: A brief look at using big data in gambling research

I’ve been working in the area of gambling for nearly 30 years and over the past 15 years I have carrying out research into both online gambling and responsible gambling. As I have outlined in previous blogs, one of the new methods I have been using in my published papers is online behavioural tracking. The chance to carry out innovative research in both areas using a new methodology was highly appealing – especially as I have used so many other methods in my gambling research (including online and offline surveys, experiments in laboratories and ecologically valid settings, offline focus groups, online and offline case study interviews, participant and non-participation observation, secondary analysis of survey data, and analysis of various forms of online data such as those found in online forums and online diary blogs).

Over the last decade there has been a big push by gambling regulators for gambling operators to be more socially responsible towards its clientele and this has led to the use of many different responsible gambling (RG) tools and initiatives such as voluntary self-exclusion schemes (where gamblers can ban themselves from gambling), limit setting (where gamblers can choose how much time and/or money they want to lose while gambling), personalized feedback (where gamblers can get personal feedback and advice based on their actual gambling behaviour) and pop-up messages (where gamblers receive a pop-up message during play that informs them how long they have been playing or how much money that have spent during the session).

However, very little is known about whether these RG tools and initiatives actually work, and most of the research that has been published relies on laboratory methods and self-reports – both of which have problems as reliable methods when it comes to evaluating whether RG tools work. Laboratory experiments typically contain very few participants and are carried out in non-ecologically valid settings, and self-reports are prone to many biases (including social desirability and recall biases). Additionally, the sample sizes are also relatively small (although bigger than experiments).

The datasets to analyse player behaviour are huge and can include hundreds of thousands of online gamblers. Given that my first empirical paper on gambling published in the Journal of Gambling Studies in 1990 was a participant observational analysis of eight slot machine gamblers at one British amusement arcade, it is extraordinary to think that decades later I have access to datasets beyond anything I could have imagined back in the 1980s when I began my research career. The data analysis is carried with my research colleague Michael Auer who has a specific expertise in data mining and we use traditional statistical tests to analyse the data. However, the hardest part is always trying to work out which parameters to use in assessing whether the RG tool worked or not. The kind of data we have includes how much time and money that players are spending on the gambling website, and using that data we can assess to what extent the amount of time and money decreases as a result of using limit setting measures, or receiving personalized feedback or a pop-up message.

One of the biggest problems in doing this type of research in the gambling studies field is getting access to the data in the first place and the associated issue of whether academics should be working with the gambling industry in the first place. The bottom line is that we would never have been able to undertake this kind of innovative research with participant sizes of hundreds of thousands of real gamblers without working in co-operation with the gambling industry. (It should also be noted that the gambling companies in question did not fund the research but provided simply provided access to their databases and customers). In fact, I would go as far as to say the research would have been impossible without gambling industry co-operation. Data access provided by the gambling industry has to be one of the key ways forward if the field is to progress.

Unlike other consumptive and potentially addictive behaviours (smoking cigarettes, drinking alcohol, etc.), researchers can study real-time gambling (and other potentially addictive behaviours like video gaming and social networking) in a way that just cannot be done in other chemical and behavioural addictions (e.g., sex, exercise, work, etc.) because of online and/or card-based technologies (such as loyalty cards and player cards). There is no equivalent of this is the tobacco or alcohol industry, and is one of the reasons why researchers in the gambling field are beginning to liaise and/or collaborate with gambling operators. As researchers, we should always strive to improve our theories and models and it appears strange to neglect this purely objective information simply because it involves working together with the gambling industry. This is especially important given the recent research by Dr. Julia Braverman and colleagues published in the journal Psychological Assessment using data from gamblers on the bwin website showing that self-recollected information does not match with objective behavioural tracking data.

The great thing about online behavioural tracking data collected from gamblers is that it is totally objective (as it provides a true record of what every gambler does click-by-click), is collected from real world gambling websites (so is ecologically valid), and has large sample sizes (typically tens of thousands of online gamblers). There of course some disadvantages, the main ones being that the sample is unrepresentative of all online gamblers (as the data only comes from gamblers at one website) and nothing is known about the person’s gambling activity at other websites (research has shown that online gamblers typically gamble at a number of different websites and not just one). Despite these limitations, the analysis of behavioural tracking data (so-called ‘big data’) is a reliable and cutting-edge way to assess and evaluate online gambling behaviour and to assess whether RG tools actually work in real world gambling settings with real online gamblers in real time.

To get access to such data you have to cultivate a trusting relationship with the data providers. It took me years to build up trust with the gambling industry because researchers who study problem gambling are often perceived by the gambling industry to be ‘anti-gambling’ but in my case this wasn’t true. I am ‘pro-responsible gambling’ and gamble myself so it would be hypocritical to be anti-gambling. My main aim in my gambling research is to protect players and minimise harm. Problem gambling will never be totally eliminated but it can be minimised. If gambling companies share the same aim and philosophy of not wanting to make money from problem gamblers but to make money from non-problem gamblers, then I would be prepared to help and collaborate.

You also need to be thick-skinned. If you are analysing any behavioural tracking data provided by the gambling industry, then you need to be prepared for others in the field criticizing you for working in collaboration with the industry. Although none of this research is funded by the industry, the fact that you are collaborating is enough for some people to accuse you of not being independent and/or being in the pockets of the gambling industry. Neither of these are true but it won’t stop the criticism. Nor will it stop me from carrying on researching in this area using datasets provided by the gambling industry.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.

Auer, M. & Griffiths, M.D. (2014). An empirical investigation of theoretical loss and gambling intensity. Journal of Gambling Studies, 30, 879-887.

Auer, M. & Griffiths, M.D. (2015). Testing normative and self-appraisal feedback in an online slot-machine pop-up message in a real-world setting. Frontiers in Psychology, 6, 339. doi: 10.3389/fpsyg.2015.00339.

Auer, M. & Griffiths, M.D. (2015). Theoretical loss and gambling intensity (revisited): A response to Braverman et al (2013). Journal of Gambling Studies, 31, 921-931.

Auer, M. & Griffiths, M.D. (2015). The use of personalized behavioral feedback for problematic online gamblers: An empirical study. Frontiers in Psychology, 6, 1406. doi: 10.3389/fpsyg.2015.01406.

Auer, M., Littler, A. & Griffiths, M.D. (2015). Legal aspects of responsible gaming pre-commitment and personal feedback initiatives. Gaming Law Review and Economics, 6, 444-456.

Auer, M., Malischnig, D. & Griffiths, M.D. (2014). Is ‘pop-up’ messaging in online slot machine gambling effective? An empirical research note. Journal of Gambling Issues, 29, 1-10.

Auer, M., Schneeberger, A. & Griffiths, M.D. (2012). Theoretical loss and gambling intensity: A simulation study. Gaming Law Review and Economics, 16, 269-273.

Braverman, J., Tom, M., & Shaffer, H. J. (2014). Accuracy of self-reported versus actual online gambling wins and losses. Psychological Assessment, 26, 865-877.

Griffiths, M.D. (1990). Addiction to fruit machines: A preliminary study among males. Journal of Gambling Studies, 6, 113-126.

Griffiths, M.D. & Auer, M. (2011). Approaches to understanding online versus offline gaming impacts. Casino and Gaming International, 7(3), 45-48.

Griffiths, M.D. & Auer, M. (2015). Research funding in gambling studies: Some further observations. International Gambling Studies, 15, 15-19.

Accentuating the positives: A brief overview of our recent papers on responsible gambling

Following my recent blogs where I outlined some of the papers that my colleagues and I have published on mindfulness, Internet addiction, gaming addiction, youth gambling, and sex addiction, here is a round-up of recent papers that my colleagues and I have published on responsible gambling.

Auer, M. & Griffiths, M.D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 <euro> per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

To date, empirical research relating to responsible gambling features has been sparse. A Delphi-based study rated the perceived effectiveness of 45 responsible gambling (RG) features in relation to 20 distinct gambling type games. Participants were 61 raters from seven countries and included responsible gambling experts (n = 22), treatment providers (n = 19) and recovered problem gamblers (n = 20). The most highly recommended RG features could be divided into three groups: 1) Player initiated tools focused on aiding player behavior; 2) RG features related to informed-player choice; 3) RG features focused on gaming company actions. Overall, player control over personal limits were favoured more than gaming company controlled limits, although mandatory use of such features was often recommended. The study found that recommended RG features varied considerably between game types, according to their structural characteristics. Also, online games had the possibility to provide many more RG features than traditional (offline games). The findings draw together knowledge about the effectiveness of RG features for specific game types. This should aid objective, cost-effective, evidence based decisions on which RG features to include in an RG strategy, according to a specific portfolio of games. The findings of this study will available via a web-based tool, known as the Responsible Gambling Knowledge Centre (RGKC).

Auer, M., Malischnig, D. & Griffiths, M.D. (2014). Is ‘pop-up’ messaging in online slot machine gambling effective? An empirical research note. Journal of Gambling Issues, 29, 1-10.

Certain gambling operators now provide social responsibility tools to help players gamble more responsibly. One such innovation is the use of pop-up messages that aim to give feedback to the players about the time and money they have thus far spent gambling. Most studies of this innovation have been conducted in laboratory settings, and although controlled studies are indeed more reliable than real-world studies, the non-ecological validity of laboratory studies is still an issue. This study investigated the effects of a slot machine pop-up message in a real gambling environment by comparing the behavioural tracking data of two representative random samples of 400,000 gambling sessions before and after the pop-up message was introduced. The study comprised approximately 200,000 gamblers. The results indicated that, following the viewing of a pop-up message after 1000 consecutive gambles on an online slot machine game, nine times more gamblers ceased their gambling session than did those gamblers who had not viewed the message. The data suggest that pop-up messages can influence a small number of gamblers to cease their playing session, and that pop-ups appear to be another potentially helpful social responsibility tool in reducing excessive play within session.

Auer, M. & Griffiths, M.D. (2014). An empirical investigation of theoretical loss and gambling intensity. Journal of Gambling Studies, 30, 879-887.

Many recent studies of internet gambling—particularly those that have analysed behavioural tracking data—have used variables such ‘bet size’ and ‘number of games played’ as proxy measures for ‘gambling intensity’. In this paper it is argued that the most stable and reliable measure for ‘gambling intensity’ is the ‘theoretical loss’ (a product of total bet size and house advantage). In the long run, the theoretical loss corresponds with the Gross Gaming Revenue generated by commercial gaming operators. For shorter periods of time, theoretical loss is the most stable measure of gambling intensity as it is not distorted by gamblers’ occasional wins. Even for single bets, the theoretical loss reflects the amount a player is willing to risk. Using behavioural tracking data of 100,000 players who played online casino, lottery and/or poker games, this paper also demonstrates that bet size does not equate to or explain theoretical loss as it does not take into account the house advantage. This lack of accuracy is shown to be even more pronounced for gamblers who play a variety of games.

Hanss, D., Mentzoni, R.A., Griffiths, M.D., & Pallesen, S. (2015). The impact of gambling advertising: Problem gamblers report stronger impacts on involvement, knowledge, and awareness than recreational gamblers. Psychology of Addictive Behaviors, 29, 483-491.

Although there is a general lack of empirical evidence that advertising influences gambling participation, the regulation of gambling advertising is hotly debated among academic researchers, treatment specialists, lobby groups, regulators, and policymakers. This study contributes to the ongoing debate by investigating perceived impacts of gambling advertising in a sample of gamblers drawn from the general population in Norway (n = 6,034). Three dimensions of advertising impacts were identified, representing perceived impacts on (a) gambling-related attitudes, interest, and behavior (“involvement”); (b) knowledge about gambling options and providers (“knowledge”); and (c) the degree to which people are aware of gambling advertising (“awareness”). Overall, impacts were strongest for the knowledge dimension, and, for all 3 dimensions, the impact increased with level of advertising exposure. Those identified as problem gamblers in the sample (n = 57) reported advertising impacts concerning involvement more than recreational gamblers, and this finding was not attributable to differences in advertising exposure. Additionally, younger gamblers reported stronger impacts on involvement and knowledge but were less likely to agree that they were aware of gambling advertising than older gamblers. Male gamblers were more likely than female gamblers to report stronger impacts on both involvement and knowledge. These findings are discussed with regard to existing research on gambling advertising as well as their implications for future research and policy-making

Auer, M. & Griffiths, M.D. (2015). Testing normative and self-appraisal feedback in an online slot-machine pop-up message in a real-world setting. Frontiers in Psychology, 6, 339. doi: 10.3389/fpsyg.2015.00339.

Over the last few years, there have been an increasing number of gaming operators that have incorporated on-screen pop-up messages while gamblers play on slot machines and/or online as one of a range of tools to help encourage responsible gambling. Coupled with this, there has also been an increase in empirical research into whether such pop-up messages are effective, particularly in laboratory settings. However, very few studies have been conducted on the utility of pop-up messages in real-world gambling settings. The present study investigated the effects of normative and self-appraisal feedback in a slot machine pop-up message compared to a simple (non-enhanced) pop-up message. The study was conducted in a real-world gambling environment by comparing the behavioral tracking data of two representative random samples of 800,000 gambling sessions (i.e., 1.6 million sessions in total) across two conditions (i.e., simple pop-up message versus an enhanced pop-up message). The results indicated that the additional normative and self-appraisal content doubled the number of gamblers who stopped playing after they received the enhanced pop-up message (1.39%) compared to the simple pop-up message (0.67%). The data suggest that pop-up messages influence only a small number of gamblers to cease long playing sessions and that enhanced messages are slightly more effective in helping gamblers to stop playing in-session.

Wood, R.T.A. & Griffiths, M.D. (2015). Understanding positive play: An exploration of playing experiences and responsible gambling practices. Journal of Gambling Studies, 31, 1715-1734.

This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called ‘positive players’). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term ‘positive play’ than the term ‘RG’ which is frequently interpreted as being aimed at people with gambling problems, rather than all players.

Auer, M. & Griffiths, M.D. (2015). The use of personalized behavioral feedback for problematic online gamblers: An empirical study. Frontiers in Psychology, 6, 1406. doi: 10.3389/fpsyg.2015.01406.

Over the last few years, online gambling has become a more common leisure time activity. However, for a small minority, the activity can become problematic. Consequently, the gambling industry has started to acknowledge their role in player protection and harm minimization and some gambling companies have introduced responsible gambling tools as a way of helping players stay in control. The present study evaluated the effectiveness of mentor (a responsible gambling tool that provides personalized feedback to players) among 1,015 online gamblers at a European online gambling site, and compared their behavior with matched controls (n = 15,216) on the basis of age, gender, playing duration, and theoretical loss (i.e., the amount of money wagered multiplied by the payout percentage of a specific game played). The results showed that online gamblers receiving personalized feedback spent significantly less time and money gambling compared to controls that did not receive personalized feedback. The results suggest that responsible gambling tools providing personalized feedback may help the clientele of gambling companies gamble more responsibly, and may be of help those who gamble excessively to stay within their personal time and money spending limits.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.

Auer, M. & Griffiths, M.D. (2015). Theoretical loss and gambling intensity (revisited): A response to Braverman et al (2013). Journal of Gambling Studies, 31, 921-931.

Auer, M., Schneeberger, A. & Griffiths, M.D. (2012). Theoretical loss and gambling intensity: A simulation study. Gaming Law Review and Economics, 16, 269-273.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. (2014). The use of behavioural tracking methodologies in the study of online gambling. SAGE Research Methods Cases. Located at: http://dx.doi.org/10.4135/978144627305013517480

Griffiths, M.D. & Auer, M. (2011). Approaches to understanding online versus offline gaming impacts. Casino and Gaming International, 7(3), 45-48.

Luccini, F. & Griffiths, M.D. (2015). Preventing and treating problem gamblers in Italy. Responsible Gambling Review, 2, 20-26.

Wood, R.T.A. & Griffiths, M.D. (2014). Putting responsible gambling, theory and research into practice. Responsible Gambling Review, 1, 1-5.

Wood, R.T.A., Shorter, G. & Griffiths, M.D. (2014). Selecting the right responsible gambling features, according to the specific portfolio of games. Responsible Gambling Review, 1(1), 51-63.

Loud and proud: A psychological (and personal) look at the ‘Sin of Pride’

A number of years ago, I was asked to write an article on “The Sin of Pride” for the British Psychological Society. Before writing that article, I knew very little about the topic. To me it was the title of an record album by The Undertones that I bought in 1983 when I was 16 years old from Castle Records in Loughborough. I perhaps learned a bit more about it when I watched 1995 film Sevendirected by David Fincher and starring Brad Pitt (which coincidentally just happens to be one of my all-time favourite films).

After agreeing to write the article I did a bit of research on the subject (which admittedly meant I did a quick Google search followed by a more considered in-depth search on Google Scholar). While I’m no expert on the topic I can at least have a decent pub conversation about it if anyone is prepared to listen. Just to show my complete ignorance, I wasn’t even aware that the sin of pride was the sin of all sins (although I could in a pub quiz be relied upon to name the seven deadly sins).

I was asked to write on this topic because I was seen as someone who is very proud of the work that I do (and for the record, I am). However, I have often realized that just because I am proud of things that I have done in my academic career it doesn’t necessarily mean others think in the same way. In fact, on some occasions I have been quite taken aback by others’ reactions to things that I have done for which I feel justifiably proud (but more of that later).

At a very basic level, the sin of pride is rooted in a preoccupation with the self. However, in psychological terms, pride has been defined by Dr. Michael Lewis and colleagues in the International Journal of Behavioral Development as “a pleasant, sometimes exhilarating, emotion that results from a positive self-evaluation” and has been described by Dr. Jessica Tracy and her colleagues (in the journal Emotion) as one the three ‘self-conscious’ emotions known to have recognizable expressions (shame and embarrassment being the other two). From my reading of the psychological literature, it could perhaps be argued that pride has been regarded as having a more positive than negative quality, and (according to a paper in the Journal of Economic Psychology by my PhD supervisors – Professor Paul Webley and Professor Stephen Lea) is usually associated with achievement, high self-esteem and positive self-image – all of which are fundamental to my own thinking. My reading on the topic has also led to the conclusion that pride is sometimes viewed as an ‘intellectual’ or secondary emotion. In practical (and psychological) terms, sin is either a high sense of one’s personal status or ego, or the specific mostly positive emotion that is a product of praise or independent self-reflection.

One of the most useful distinctions can be made about sin (and is rooted in my own personal experience), is what Lea and Webley distinguish as ‘proper pride’ and ‘false pride’. They claim that:

“Proper pride is pride in genuine achievements (or genuine good qualities) that are genuinely one’s own. False pride is pride in what is not an achievement, or not admirable, or does not properly belong to oneself. Proper pride is associated with the desirable property of self-esteem; false pride with vanity or conceit. Proper pride is associated with persistence, endurance and doggedness; false pride with stubbornness, obstinacy and pig-headedness.”

As I noted above, there have been times when I have been immensely proud of doing something only for friends and colleagues to be appalled. ‘Proper pride’ as Lea and Webley would argue. One notable instance was when I wrote a full-page article for The Sun on ‘internet addiction’ published in August 1997. I originally wanted to be a journalist before I became a psychologist, and my journalist friends had always said that to get a full-page ‘by line’ in the biggest selling newspaper in the UK was a real achievement. I was immensely proud – apart from the headline that a sub-editor had dubbed my piece ‘The Internuts’ – and showed the article to whoever was around.

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I had always passionately argued (and still do) that I want my research to be disseminated and read by as many people as possible. What was better than getting my work published in an outlet with (at the time) 10 million readers? My elation was short-lived. One close colleague and friend was very disparaging and asked how I could stoop so low as to “write for the bloody Sun?” Similar comments came from other colleagues and I have to admit that I was put off writing for the national tabloids for a number of years. (However, I am now back writing regularly for the national dailies and am strong enough to defend myself against the detractors).

In 2006, I was invited to the House of Commons by the ex-Leader of the Conservative Party, Iain Duncan-Smith and invited to Chair his Centre For Social Justice Working Party on Gambling and write a report as part of the Conservative Party’s ‘Breakdown Britain’ initiative. Anyone who knows me will attest that my political leanings are left of centre and that I working with the Conservatives on this issue was not something I did without a lot of consideration. I came to the conclusion that gambling was indeed a political issue (rather than a party political issue) and if the Conservative Party saw this as an important issue, I felt duty bound to help given my research experience in the area. I spent a number of months working closely with Iain Duncan-Smith’s office and when the report was published I was again very proud of my achievement.

However, as soon as the report came out I received disbelieving and/or snide emails asking how I could have “worked with the Conservatives”. I have spent years trying to put the psychosocial impact of gambling on the political agenda. If I am offered further opportunities by those with political clout, I won’t think twice about taking them. I am still immensely proud of such actions despite what others may think.

Pride is ultimately a subjective experience and the two personal experiences that I outlined above will not put me off doing what I want to do. I shall continue to engage in activities where I think my work can have an impact and shall work with (and write for) those that can help me disseminate my research findings to as many people as possible.

Dr Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Averill, J.R. (1991). Intellectual emotions. In: C.D. Spielberger, I.G. Sarason, Z. Kulesar & G.L. van Heck (Eds.), Stress and Emotion: Anger, Anxiety and Curiosity [Vol. 14] pp.3-16. New York: Hemisphere.

Griffiths, M.D. (1997). The internuts (internet addiction). The Sun, August 13, p.6.

Griffiths, M.D. (2007). Gambling addiction in the UK. In K. Gyngell (Ed.), Breakdown Britain: Ending the Costs of Social Breakdown (pp.393-426). London: Social Justice Policy Group.

Kemper, T.D. (1987). How many emotions are there? Wedding the social and autonomic components. American Journal of Sociology, 93, 263-289.

Lawler, E.J. (1992). Affective attachments to nested groups: A choice-process theory. American Sociological Review, 57, 327-339.

Lea, S.E.G. & Webley, P. (1997). Pride in economic psychology. Journal of Economic Psychology, 18, 323-340.

Lewis, M., Takai-Kawakami, K., Kawakami, K., & Sullivan, M. W. (2010). Cultural differences in emotional responses to success and failure. International Journal of Behavioral Development, 34, 53-61

Tracy, J.L., Robins, R.W. & Schriber, R.A. (2009). Development of a FACS-verified set of basic and self-conscious emotion expressions. Emotion, 9, 554-559.

You bet! A brief overview of our recent papers on youth gambling

Following my recent blogs where I outlined some of the papers that my colleagues and I have published on mindfulness, Internet addiction, and gaming addiction, here is a round-up of recent papers that my colleagues and I have published on adolescent gambling.

Calado, F., Alexandre, J. & Griffiths, M.D. (2014). Mom, Dad it’s only a game! Perceived gambling and gaming behaviors among adolescents and young adults: An exploratory study. International Journal of Mental Health and Addiction, 12, 772-794.

  • Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences these activities may have in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived as a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research.

Delfabbro, P.H., King, D.L. & Griffiths, M.D. (2014). From adolescent to adult gambling: An analysis of longitudinal gambling patterns in South Australia. Journal of Gambling Studies, 30, 547-563.

  • Although there are many cross-sectional studies of adolescent gambling, very few longitudinal investigations have been undertaken. As a result, little is known about the individual stability of gambling behaviour and the extent to which behaviour measured during adolescence is related to adult behaviour. In this paper, we report the results of a 4-wave longitudinal investigation of gambling behaviour in a probability sample of 256 young people (50 % male, 50% female) who were interviewed in 2005 at the age of 16–18 years and then followed through to the age of 20–21 years. The results indicated that young people showed little stability in their gambling. Relatively few reported gambling on the same individual activities consistently over time. Gambling participation rates increased rapidly as young people made the transition from adolescence to adulthood and then were generally more stable. Gambling at 15–16 years was generally not associated with gambling at age 20–21 years. These results highlight the importance of individual-level analyses when examining gambling patterns over time.

Canale, N., Vieno, A., Griffiths, M.D., Rubaltelli, E., Santinello, M. (2015). Trait urgency and gambling problems in young people: the role of decision-making processes. Addictive Behaviors, 46, 39-44.

  • Although the personality trait of urgency has been linked to problem gambling, less is known about psychological mechanisms that mediate the relationship between urgency and problem gambling. One individual variable of potential relevance to impulsivity and addictive disorders is age. The aims of this study were to examine: (i) a theoretical model associating urgency and gambling problems, (ii) the mediating effects of decision-making processes (operationalized as preference for small/immediate rewards and lower levels of deliberative decision-making); and (iii) age differences in these relationships. Participants comprised 986 students (64% male; mean age = 19.51 years; SD = 2.30) divided into three groups: 16–17 years, 18–21 years, and 22–25 years. All participants completed measures of urgency, problem gambling, and a delay-discounting questionnaire involving choices between a smaller amount of money received immediately and a larger amount of money received later. Participants were also asked to reflect on their decision-making process. Compared to those aged 16–17 years and 22–25 years, participants aged 18–21 years had a higher level of gambling problems and decreased scores on lower levels of deliberative decision-making. Higher levels of urgency were associated with higher levels of gambling problems. The association was mediated by a lower level of deliberative decision-making and preference for an immediate/small reward. A distinct pathway was observed for lower levels of deliberative decision-making. Young people who tend to act rashly in response to extreme moods, had lower levels of deliberative decision-making, that in turn were positively related to gambling problems. This study highlights unique decision-making pathways through which urgency trait may operate, suggesting that those developing prevention and/or treatment strategies may want to consider the model’s variables, including urgency, delay discounting, and deliberative decision-making.

Carran, M. & Griffiths, M.D. (2015). Gambling and social gambling: An exploratory study of young people’s perceptions and behavior. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 33(1), 101-113.

  • Background and aims: Gambling-type games that do not involve the spending of money (e.g., social and ‘demo’ [demonstration] gambling games, gambling-like activities within video games) have been accused in both the legal and psychological literature of increasing minors’ propensity towards prohibited forms of gambling thus prompting calls for gambling regulation to capture address such games and subject them to age restrictions. However, there is still a shortage of empirical data that considers how young people experience monetary and non-monetary gambling, and whether they are sufficiently aware of the differences. Methods: Data was collected from 23 qualitative focus groups carried out with 200 young people aged between 14 and 19 years old in schools based in London and Kent. As the study was exploratory in nature, thematic analysis was adopted in order to capture how pupils categorise, construct, and react to gambling-like activities in comparison to monetary forms of gambling without the constrains of a predetermined theoretical framework. Results: Despite many similarities, substantial differences between monetary and non-monetary forms of gambling were revealed in terms of pupils’ engagement, motivating factors, strengths, intensity, and associated emotions. Pupils made clear differentiation between non-monetary and monetary forms of gambling and no inherent transition of interest from one to the other was observed among participants. Only limited evidence emerged of ‘demo’ games being used as a practice ground for future gambling. Conclusion: For the present sample, non-monetary forms of gambling presented a different proposition to the real-money gambling with no inherent overlap between the two. For some the ‘softer’ form minimised the temptation to try other forms of gambling that they were not legally allowed to engage in, but ‘demo’ games may attract those who already want to gamble. Policy implications: Regulators must recognise and balance these two conflicting aspects.

Griffiths, M.D. (2015). Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 33(2), 31-37.

  • Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age verification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved.

Canale, N., Vieno, A., Griffiths, M.D., Marino, C., Chieco, F., Disperati, F., Andriolo, S., Santinello, M. (2016). The efficacy of a web-based gambling intervention program for high school students: A preliminary randomized study. Computers in Human Behavior, 55, 946-954.

  • Early onset in adolescent gambling involvement can be a precipitator of later gambling problems. The aim of the present study was to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. Students attending a high school in Italy (N= 168) participated in the present study (58% male – age, M = 15.01; SD = 0.60). Twelve classes were randomly assigned to one of two conditions: intervention (N = 6; 95 students) and control group (N = 6; 73 students). Both groups received personalized feedback and then the intervention group received online training (interactive activities) for three weeks. At a two-month follow-up, students in the intervention group reported a reduction in gambling problems relative to those in the control group. However, there were no differences in gambling frequency, gambling expenditure, and attitudes toward the profitability of gambling between the two groups. In addition, frequent gamblers (i.e., those that gambled at least once a week at baseline) showed reductions in gambling problems and gambling frequency post-intervention. Frequent gamblers that only received personalized feedback showed significantly less realistic attitudes toward the profitability of gambling post-intervention. The present study is the first controlled study to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. The results indicate that a brief web-based intervention delivered in the school setting may be a potentially promising strategy for a low-threshold, low-cost, preventive tool for at-risk gambling high school students.

Canale, N., Griffiths, M.D., Vieno, A., Siciliano, V. & Molinaro, S. (2016). Impact of internet gambling on problem gambling among adolescents in Italy: Findings from a large-scale nationally representative survey. Computers in Human Behavior, 57, 99-106.

  • Aims: The primary aim of the present study was to understand the impact of online gambling on gambling problems in a large-scale nationally representative sample of Italian youth, and to identify and then further examine a subgroup of online gamblers who reported higher rates of gambling problems. Design: Data from the ESPAD®Italia2013 (European School Survey Project on Alcohol and Other Drugs) Study were used for analyses of adolescent Internet gambling. Setting: Self-administered questionnaires were completed by a representative sample of high school students, aged 15–19 years. Participants: A total of 14,778 adolescent students. Measurements: Respondents’ problem gambling severity; gambling behavior (participation in eight different gambling activities, the number of gambling occasions and the number of online gambling occasions, monthly gambling expenditure); Socio-demographics (e.g., family structure and financial status); and control variables were measured individually (i.e., use of the Internet for leisure activities and playing video games). Findings: Rates of problem gambling were five times higher among online gamblers than non-online gamblers. In addition, factors that increased the risk of becoming a problem online gambler included living with non-birth parents, having a higher perception of financial family status, being more involved with gambling, and the medium preferences of remote gamblers (e.g., Internet cafes, digital television, and video game console). Conclusions: The online gambling environment may pose significantly greater risk to vulnerable players. Family characteristics and contextual elements concerning youth Internet gambling (e.g., remote mediums) may play a key role in explaining problem online gambling among adolescents.

Pallesen, S., Hanss, D., Molde, H., Griffiths, M.D. & Mentzoni, R.A. (2016). A longitudinal study of factors explaining attitude change towards gambling among adolescents. Journal of Behavioral Addictions, 5, 59–67

  • Background and aims: No previous study has investigated changes in attitudes toward gambling from under legal gambling age to legal gambling age. The aim of the present study was therefore to investigate attitudinal changes during this transition and to identify predictors of corresponding attitude change. Methods: In all 1239 adolescents from a national representative sample participated in two survey waves (Wave 1; 17.5 years; Wave 2; 18.5 years). Results: From Wave 1 to Wave 2 the sample became more acceptant toward gambling. A regression analysis showed that when controlling for attitudes toward gambling at Wave 1 males developed more acceptant attitudes than females. Neuroticism was inversely related to development of acceptant attitudes toward gambling from Wave 1 to Wave 2, whereas approval of gambling by close others at Wave 1 was positively associated with development of more acceptant attitudes. Continuous or increased participation in gambling was related to development of more acceptant attitudes from Wave 1 to Wave 2. Conclusions: Attitudes toward gambling became more acceptant when reaching legal gambling age. Male gender, approval of gambling by close others and gambling participation predicted development of positive attitudes toward gambling whereas neuroticism was inversely related to development of positive attitudes toward gambling over time.

Ciccarelli, M., Griffiths, M.D., Nigro, G., & Cosenza, M. (2016). Decision-making, cognitive distortions and alcohol use in adolescent problem and non-problem gamblers: An experimental study. Journal of Gambling Studies, in press.

  • In the psychological literature, many studies have investigated the neuropsychological and behavioral changes that occur developmentally during adolescence. These studies have consistently observed a deficit in the decision-making ability of children and adolescents. This deficit has been ascribed to incomplete brain development. The same deficit has also been observed in adult problem and pathological gamblers. However, to date, no study has examined decision-making in adolescents with and without gambling problems. Furthermore, no study has ever examined associations between problem gambling, decision-making, cognitive distortions and alcohol use in youth. To address these issues, 104 male adolescents participated in this study. They were equally divided in two groups, problem gamblers and non-problem gamblers, based on South Oaks Gambling Screen Revised for Adolescents scores. All participants performed the Iowa gambling task and completed the Gambling Related Cognitions Scale and the alcohol use disorders identification test. Adolescent problem gamblers displayed impaired decision-making, reported high cognitive distortions, and had more problematic alcohol use compared to non-problem gamblers. Strong correlations between problem gambling, alcohol use, and cognitive distortions were observed. Decision-making correlated with interpretative bias. This study demonstrated that adolescent problem gamblers appear to have the same psychological profile as adult problem gamblers and that gambling involvement can negatively impact on decision-making ability that, in adolescence, is still developing. The correlations between interpretative bias and decision-making suggested that the beliefs in the ability to influence gambling outcomes may facilitate decision-making impairment.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

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. (2003). Adolescent gambling: Risk factors and implications for prevention, intervention, and treatment. In D. Romer (Ed.), Reducing Adolescent Risk: Toward An Integrated Approach (pp. 223-238). London: Sage.

Griffiths, M.D. (2010). Asian national adolescent gambling surveys: Methodological issues, protocols, and advice. Asian Journal of Gambling Issues and Public Health, 1, 4-18.

Griffiths, M.D. (2011). Adolescent gambling. In B. Bradford Brown & Mitch Prinstein (Eds.), Encyclopedia of Adolescence (Volume 3) (pp.11-20). San Diego: Academic Press.

Griffiths, M.D. (2013). Adolescent gambling via social networking sites: A brief overview. Education and Health, 31, 84-87.

Griffiths, M.D. & Linsey, A. (2006). Adolescent gambling: Still a cause for concern? Education and Health, 24, 9-11.

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

Hayer, T. & Griffiths, M.D. (2015). The prevention and treatment of problem gambling in adolescence. In T.P. Gullotta & G. Adams (Eds). Handbook of Adolescent Behavioral Problems: Evidence-based Approaches to Prevention and Treatment (Second Edition) (pp. 539-558). New York: Kluwer.

Loyal ascent: Player retention and social responsibility in the online gambling industry

Although I have spent nearly 30 years researching problem gambling, I am not (and have never been) anti-gambling. My research colleagues who work in the field of alcoholism are never considered anti-drinking so I don’t think I am in any way hypocritical. I also help various gaming companies in terms of harm minimization, social responsibility, and player protection – particularly those in the online gambling sector. In today’s blog I briefly outline five important factors that I believe are critical to online player acquisition and retention based on a combination of my own psychological research and my many years of researching the psychology of gambling. These are (i) branding, (ii) trust, (iii) reputation management and enhancement, (iv) company identification with the player, and (v) social responsibility.

Branding – Every great brand has an outstanding feature at its heart. A product also needs time and to be promoted and communicated consistently to become a brand. Repetition appears to be one of the keys to establishing brand success. Online gambling sites often get bad press and are often viewed as unsafe and risky places. Negative press and enough negative feedback from customers can bring the brand into disrepute.

Trust – What really determines a brand – and this is especially important in the online gambling arena – is trust. Trust is of paramount importance in e-commerce generally, and in getting people to gamble online more specifically. Without trust, the spending of money online is unlikely. Players will be more likely to gamble online with those companies that are well established than a little known company operating out of the Caribbean. It has been claimed that successful brands have a ‘trustmark’ rather than a trademark. With the embedding of regulatory and problem gambling regimes, a ‘trustmark’ is an apt gauge for social acceptability and social responsibility. However, getting transferability and connections across brands in the ‘mainstream’ is probably the key issue.

For many Internet gambling operators, the mechanism to establish trust has been to pursue a ‘clicks and mortar’ approach of combining an offline presence (and brand recognition) with online presence. ‘Trustmarks’ are thought to be one of the major reasons why consumers prefer one particular product to other non-familiar ones. They communicate that customers have not been let down by the product and they can reduce anxiety by using it. At the heart of gambling there will always be the underlying fact that in the long run, most players lose. Whichever way the gaming industry plays out this truism, the general situation of players mostly losing represents an underlying negativity that competes with the wit and innovation of demonstrating that the minority of real long-term winners are the central focus and purpose of participating. This is one of the main reasons why trust becomes so important.

Reputation management and enhancement – It was once argued that the Internet would provide a level playing field for small and large retailer alike. However, given the need to establish trust, it would seem that organisations with a good existing offline reputation are at an advantage. Research into online purchasing of books and flight bookings show that the perceived size and reputation of the company determines consumers’ likelihood of purchasing from it. The reason for this is that increased size and reputation led to higher trust, which in turn influences the perception of risk and the willingness to buy.

Recent psychological thinking proposes a three stage model for understanding how people assess the trustworthiness of a website. The first stage assumes that people are faced with a large number of potential websites and thus engage in rapid, heuristic-based analysis based on the design of the site, rather than the content. During the second stage, people engage in a more systematic analysis of the content of the site, and it is during this stage that people are influenced by apparent integrity, benevolence and expertise. The third stage is a relationship development and integration stage, that is, people’s continued use of a site, personalization and the integration of experience.

Trust is an historical concept because customers need repeated interactions coupled with good feelings to build it. Branding experts claim it takes at least three years to establish the feeling of goodwill among consumers. The good news for companies – including the gaming industry – is that customers do not have to have experienced the product. Customers might engage in things because others have used or engaged in the product for years. Although little studied in empirical gambling investigations, trust is thought to be an important variable in both the initial decision to gamble and the maintenance of the behaviour. In a study of nearly 11,000 carried out by our gaming research unit, four-fifths of Internet gamblers (79%) considered the Internet a trustworthy medium of gambling. However, most Internet gamblers (90%) preferred to gamble on websites of well-known and trusted ‘high street’ bookmakers.

Company identification with the player – One of the most important things about brands for the gaming industry is that they help consumers define their self-image and who they are – at least on some psychological level. For some people, this ‘personal branding’ may be more important than their social identities within a community. For example, the car they drive or the newspaper they read, are particularly strong cultural indicators of what sort of person they are. Where they gamble and on what games can be an extension of this. However, total trust acceptance may also lead to an uncritical assessment of acceptability by the punter. For instance, some trusted non-gambling websites now provide links and endorsements to either their own gambling sites, or those of affiliates. Our gaming research unit  highlighted a case of an online problem gambler who had been led to an online gambling site by watching a popular (and trusted) daytime television programme that promoted its own online gaming site.

Social responsibility – As mentioned above, ‘trustmarks’ are likely to be important in relation to social responsibility and the perception of it by players. In studies conducted by our gaming research unit with online gamblers around the world, we found that many of them felt that responsible gaming practises demonstrate that a gaming operator has integrity, and that they care about their players’ wellbeing. For instance, many online poker players did not want their winnings to come from players who could not afford to lose it. They reported that responsible gaming practises allowed them to feel comfortable that their winnings had not come from people with gambling problems. Given that one of the biggest obstacles that prevent people playing online is a lack of trust of operators, this is a significant and important finding that gaming operators should take not of. 

For me, all of these five factors are highly inter-linked. However, I believe that those who end up being the most successful online gaming companies will be the ones with the best social responsibility protocols and infrastructure, and that this will engender trust among its clientele.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M., Littler, A. & Griffiths, M.D. (2015). Legal aspects of responsible gaming pre-commitment and personal feedback initiatives. Gaming Law Review and Economics, 6, 444-456.

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

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

Griffiths, M.D. (2010). Social responsibility and trust in online gambling: Six steps to success. i-Gaming Business, 61, 36-37.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

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

Can you feel the force? The psychopathology of ‘Star Wars’

A few days ago, my friend and colleague Dr. Andrew Dunn sent all the psychology staff members a paper published in the December 2015 issue of Australasian Psychiatry by Susan Friedman and Ryan Hall entitled ‘Using Star Wars’ supporting characters to teach about psychopathology’. As a fan of Star Wars and science fiction more generally, I immediately read the paper and thought it would be a good topic to write a blog about.

It turns out that Friedman and Ryan have written a series of papers in psychiatric journals over the last year arguing that many of the characters in the Star Wars movies have underlying psychopathologies and that because of the films’ popularity, the films could be used to teach students about various psychiatric disorders. The authors asserted that supporting characters in Star Wars can be used to teach about a wide variety of psychiatric conditions which are not commonly so accessible in one story, including [attention deficit hyperactivity disorder] ADHD, anxiety, kleptomania, and paedophilia”. I have to admit that in my own teaching I often use characters and/or storylines from film and television to explain psychological phenomena to my own students (and have also published articles and papers demonstrating the utility of using such sources in both teaching and research contexts – see ‘Further reading’ below). Therefore, I was intrigued to read what psychiatric disorders had been attributed to which Star Wars characters.

In the Australasian Psychiatry paper, it is argued that Jar Jar Binks has attention deficit hyperactivity disorder (ADHD):

“Jar Jar frequently overlooks details and makes careless mistakes…His difficulty in sustaining his attention is evident…His difficulty in following instructions almost results in him being put to death…trainees can determine whether [the examples provided] are related to inattention, hyperactivity or impulsivity”.

More controversially, Friedman and Ryan make the case for Qui-Gon Jinn showing paedophilic grooming behaviour.

“In Phantom Menace, Qui-Gon engages in many behaviours with young Anakin Skywalker the same way a paedophile would with a child victim. Anakin seems to fit a pattern which Qui-Gon has of cultivating prepubescent, fair-complexioned boys with no strong male family ties…Anakin’s mother has no power or relations with authority, which decreases the likelihood that either she or Anakin would report the paedophile, or potentially be believed by others…Qui-Gon develops a relationship with Anakin, noting his special features and abilities: he often gives compliments to the child…He fosters a relationship where secrets are kept…and the child is slowly isolated from others…After trust is gained, there is a gradual increase in physical intimacy. In the movies this was symbolised by Qui-Gon drawing blood samples from Anakin. A paedophile may incorporate other children or older victims into the grooming process to further lower the child’s inhibitions”.

I’m not overly convinced by the argument but it does at least lead to discussions on the topic of grooming that I could see having a place in the classroom. Friedman and Ryan also examine a whole species (the Jawas) and claim that they are by nature kleptomaniacs:

“Jawas can introduce the concepts of kleptomania and hoarding, since they ‘have a tendency to pick up anything that’s not tied down’. It is important from a diagnostic point of view to recognise that kleptomania is more than just stealing or shoplifting…To meet criteria for kleptomania, one must recurrently fail to resist the impulse to steal unneeded or non-valuable objects. Tension before committing the theft is followed by gratification or release afterwards. These characteristics of kleptomania can be inferred from the Jawas’ capture of R2D2…The gratification of stealing R2D2 is clear from the Jawas’ excited scream…As for the need or value of the stolen items and the repetitive nature of the theft, the Jawas’ sandcrawler is filled with droids in various states of dysfunction…Although on a desert planet almost anything might have value, the Jawas seem to take this to extremes given the number of broken droids in their possession which do not even appear to be in good enough shape to use as spare parts”.

Elsewhere in the paper is a table listing many Star Wars characters along with “potential concept discussions” related to the characters’ behaviours in the films. This includes (amongst others) Darth Vader (borderline personality disorder, post-traumatic stress disorder), Jabba the Hutt (psychopathy and antisocial personality disorder), Boba Fett (Oedipal issues – Hamlet type), Yoda (dyslexia, malingering), Luke Skywalker (prodromal schizophrenia), Princess Leia (histrionic personality disorder), Padme Amidala (postnatal delirium, postnatal depression), Obi-Wan Kenobi (major depression in old age, pseudo-dementia), and C3PO (obsessive-compulsive personality disorder).

However, given my own research interests, the character that most interested me in Friedman and Ryan’s list was the claim that Lando Calrissian might be a pathological gambler. According to one of the Wiki entries:

“Lando Calrissian was a human male smuggler, gambler, and card player who became Baron Administrator of Cloud City, and, later, a general in the Rebel Alliance. [He] was born on the planet Socorro…During his youth, he became a smuggler and a gambler, playing a card game known as sabbacc. Calrissian was able to make a living by illegally acquiring and redistributing rare or valuable goods. However, due to Calrissian’s penchant for gambling, he and his business partner Lobot were in deep with the wrong people”.

Gambling does make the occasional appearance in Star Wars films – particularly in bar scenes. In describing Calrissian to Han Solo, Princess Leia notes “he’s a card player, gambler, scoundrel. You’d like him“. Qui-Gon Jinn notes in The Phantom Menace that “Whenever you gamble my friend, eventually you’ll lose”. The Star Wars Wiki on gambling notes that it involves the betting of credits or possessions in wagers or games like sabbacc. For example, Lando Calrissian bet the Millennium Falcon in a game of sabacc with Han Solo, and lost. Gambling was rampant on Tatooine [the home planet of Luke Skywalker]”. The Star Wars Wiki on sabacc also notes that there are several variants of the game and that Calrissian lost the Millenium Falcon to Han Solo while playing ‘Corellian Spike’ and that Solo kept the two golden dice that were used while gambling. A profile article on Calrissian in the Washington Post describes him as a “suave gambler” rather than a pathological gambler.

There is no doubt that Calrissian liked to gamble but there is little evidence from the film that it was pathological. However, other articles (as well as older and newer fiction) about him claim that he is. For instance, in an online article by Shane Cowlishaw discussing the personality disorders of Star Wars characters, the following is claimed: 

“He may have ended up leading the final assault on the Death Star, but Lando perhaps was only successful due to being a pathological gambler. Having lost the Millennium Falcon to Han Solo in a bet, conned the Bespin Gas Mine out of somebody and gambling on a deal to betray Han and Chewbacca to the Empire, it is clear he can’t help himself. Lando gambles with the lives of other rebels, albeit successfully, be demanding that the spaceship not abort their mission when Admiral Ackbar orders everyone to retreat from the unexpectedly operational Death Star. A perfect character to debate whether pathological gambling is an addiction or an impulse-control disorder, apparently”

It’s also worth mentioning that Calrissian will also be making an appearance in upcoming Marvel comics. In an interview with writer Charles Soule (who will be scripting the new stories), it is evident that the crux of his character will focus on the gambling part of his personality – but more on the problem side:

“I focused on the whole gambler archetype for Lando; more specifically, the sort of lifelong card player who never really knows when to walk away from the table. He’s always chasing his losses, hoping that if he makes a big enough bet, he can get ahead with just one good hand. It’s tweaked a bit here—the idea is that Lando had something happen to him in his past that put him way behind, and now he’s just trying to get back to even. This isn’t really a financial thing, although that’s part of it – it’s more like a moral thing. Like a life debt. I don’t hit it too hard in this story—it’s all background—but the shading is there…Lando gets into crazy, extreme situations because they’re his version of making big bets at the card table. If he can make it through his next adventure, maybe he can just retire and live a quiet life. It never really works out, though. One step forward, two steps back. That’s Lando Calrissian…It’s a story about a hyper-charismatic, ultra-smooth guy who gets into huge jams constantly, and tends to get out of them through a combination of luck and charm. He’d never punch his way out of a fight; he’d rather buy everyone a few drinks and leave on good terms. Assuming he hasn’t gambled away all his money, that is”.

However, there is also the 2013 novel Scoundrels written by Timothy Zahn featuring Calrissian, Han Solo, and Chewbacca and includes the short story Winner Lose All based on Calrissian’s love of gambling but here, there is nothing to suggest the behaviour is pathological. There is also a fictional online interview with Calrissian that puts forward the idea that he was a professional gambler rather than a pathological gambler:

“Basically I was born to a normal middle class family and found I had a talent for gambling. I traipsed across the universe as a professional gambler, but occasionally need more money so I hired out as mercenary and treasure hunter. Eventually I won the Millennium Falcon, but didn’t know how to fly it. So I paid Han Solo to teach me, he won the ship from me in a game of Sabbac. I won it back but, it like taking your best friend’s girl so I gave it back to him. When I wound up on Cloud City I won my title of Barron Administrator in a card game. The rest is they sat history”.

Finally, on a more academic note, Calrissian also makes an appearance as one of the ‘Gambler’ archetypes the book Archetypes in Branding: A Toolkit for Creatives and Strategists by Margaret Hartwell and Joshua Chen. The book is a novel approach to brand development and includes a deck of 60 archetype cards with the aim of revealing a brand’s motivation and why it attracts certain customers. The authors hope that the book will be used repeatedly to inform and enliven brand strategy. This again suggests that Calrissian’s gambling is not seen as pathological (otherwise he wouldn’t have been included in the book as a brand to be modelled upon).

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Cowlishaw, S. (2015). Star Wars characters and their personality disorders. Stuff, July 8. Located at: http://www.stuff.co.nz/entertainment/film/70017741/Star-Wars-characters-and-their-personality-disorders

Friedman, S. H., & Hall, R. C. (2015). Using Star Wars’ supporting characters to teach about psychopathology. Australasian Psychiatry, 23(4), 432-434.

Friedman, S. H., & Hall, R. C. (2015). Teaching psychopathology in a galaxy far, far away: The light side of the force. Academic Psychiatry, 39(6), 719-725.

Griffiths, M.D. (1996). Media literature as a teaching aid for psychology: Some comments. Psychology Teaching Review, 5(2), 90.

Griffiths, M. (2004). An empirical analysis of the film ‘The Gambler’. International Journal of Mental Health and Addiction, 1(2), 39-43.

Griffiths, M.D. (2010). Media and advertising influences on adolescent risk behaviour. Education and Health, 28(1), 2-5.

Hall, R. C., & Friedman, S. H. (2015). Psychopathology in a galaxy far, far away: The use of Star Wars’ dark side in teaching. Academic Psychiatry, 39(6), 726-732.

Hartwell, M. & Chen, J.C. (2012). Archetypes in Branding: A Toolkit for Creatives and Strategists. How Design Books.

Myth world: Addictive personality does not exist

(Please note: This article is a slightly expanded and original version of an article that was first published in The Conversation).

“Life is a series of addictions and without them we die”. This is my favourite quote in the academic addiction literature and was made back in 1990 in the British Journal of Addiction by Professor Isaac Marks. This deliberately provocative and controversial statement was made to stimulate debate about whether excessive and potentially problematic activities such as gambling, sex and work can really be classed as genuine addictive behaviours. Many of us might say to ourselves that we are ‘addicted’ to tea or coffee, our work, or know others who we might describe as having addictions watching the television or using pornography. But is this really true?

The issue all comes down to how addiction is defined in the first place as many of us in the field disagree on what the core components of addiction are. Many would argue that the word ‘addiction’ or ‘addictive’ is used so much in everyday circumstances that word has become meaningless. For instance, saying that a book is an ‘addictive read’ or that a specific television series is ‘addictive viewing’ renders the word useless in a clinical setting. Here the word ‘addictive’ is arguably used in a positive way and as such it devalues the real meaning of the word.

The question I get asked most – particularly by the broadcast media – is what is the difference between a healthy excessive enthusiasm and an addiction and my response is simple – a healthy excessive enthusiasm adds to life whereas an addiction takes away from it. I also believe that to be classed as an addiction, any such behaviour should comprise a number of key components including overriding preoccupation with the behaviour, conflict with other activities and relationships, withdrawal symptoms when unable to engage in the activity, an increase in the behaviour over time (tolerance), and use of the behaviour to alter mood state. Other consequences such as feeling out of control with the behaviour and cravings for the behaviour are often present. If all these signs and symptoms are present I would call the behaviour a true addiction. However, that hasn’t stopped others accusing me of ‘watering down’ the concept of addiction.

A few years ago, Dr. Steve Sussman, Nadra Lisha and I published a large and comprehensive review in the journal Evaluation and the Health Professions examining the co-relationship between eleven different potentially addictive behaviours reported in the academic literature (smoking tobacco, drinking alcohol, taking illicit drugs, eating, gambling, internet use, love, sex, exercise, work, and shopping). We examined the data from 83 large-scale studies and reported an overall 12-month prevalence of an addiction among U.S. adults varies from 15% to 61%. We also reported it plausible that 47% of the U.S. adult population suffers from maladaptive signs of an addictive disorder over a 12-month period, and that it may be useful to think of addictions as due to problems of lifestyle as well as to person-level factors. In short – and with many caveats – our paper argued that at any one time almost half the US population are addicted to one or more behaviours.

There is a lot of scientific literature showing that having one addiction increases the propensity to have other co-occurring addictions. For instance, in my own research I have come across alcoholic pathological gamblers and we can all probably think of individuals that we might describe as caffeine-addicted workaholics. It is also very common for individuals that give up one addiction to replace it with another (which we psychologists call ‘reciprocity’). This is easily understandable as when an individual gives up one addiction it leaves a large hole in the waking lives (often referred to as the ‘void’) and often the only activities that can fill the void and give similar experiences are other potentially addictive behaviours. This has led many people to describe such people as having an ‘addictive personality’.

While there are many pre-disposing factors for addictive behaviour including genetic factors and psychological personality traits such as high neuroticism (anxious, unhappy, prone to negative emotions) and low conscientiousness (impulsive, careless, disorganised), I would argue that ‘addictive personality’ is a complete myth. Even though there is good scientific evidence that most people with addictions are highly neurotic, neuroticism in itself is not predictive of addiction (for instance, there are individuals who are highly neurotic but are not addicted to anything so neuroticism is not predictive of addiction). In short, there is no good evidence that there is a specific personality trait (or set of traits) that is predictive of addiction and addiction alone.

Doing something habitually or excessively does not necessarily make it problematic. While there are many behaviours such as drinking too much caffeine or watching too much television that could theoretically be described as addictive behaviours, they are more likely to be habitual behaviours that are important in an individual’s life but actually cause little or no problems. As such, these behaviours should not be described as an addiction unless the behaviour causes significant psychological and/or physiological effects in their day-to-day lives.

Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Andreassen, C.S., Griffiths, M.D., Gjertsen, S.R., Krossbakken, E., Kvan, S., & Ståle Pallesen, S. (2013). The relationships between behavioral addictions and the five-factor model of personality. Journal of Behavioral Addictions, 2, 90-99.

Goodman, A. (2008). Neurobiology of addiction: An integrative review. Biochemical Pharmacology, 75(1), 266-322.

Griffiths, M.D. (1996). Behavioural addictions: An issue for everybody? Journal of Workplace Learning, 8(3), 19-25.

Griffiths, M.D. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.

Griffiths, M.D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125.

Griffiths, M.D. & Larkin, M. (2004). Conceptualizing addiction: The case for a ‘complex systems’ account. Addiction Research and Theory, 12, 99-102.

Kerr, J. S. (1996). Two myths of addiction: the addictive personality and the issue of free choice. Human Psychopharmacology: Clinical and Experimental, 11(S1), S9-S13.

Kotov, R., Gamez, W., Schmidt, F., & Watson, D. (2010). Linking “big” personality traits to anxiety, depressive, and substance use disorders: A meta-analysis. Psychological Bulletin, 136(5), 768-821.

Larkin, M., Wood, R.T.A. & Griffiths, M.D. (2006). Towards addiction as relationship. Addiction Research and Theory, 14, 207-215.

Marks, I. (1990). Behaviour (non-chemical) addictions. British Journal of Addiction, 85, 1389-1394.

Nakken, C. (2009). The addictive personality: Understanding the addictive process and compulsive behavior. Hazelden, Minnesota: Hazelden Publishing.

Nathan, P. E. (1988). The addictive personality is the behavior of the addict. Journal of Consulting and Clinical Psychology, 56(2), 183-188.

Stick in the Buddhism: Mindfulness in the treatment of addiction and improved psychological wellbeing (Part 2)

Following on from my previous blog, here are some of my more recent papers with Dr. Edo Shonin and William Van Gordon on mindfulness that have been appearing on my Research Gate and Academia.edu webpages. We are happy for anyone interested in these papers to contact us at the email addresses below.

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Griffiths, M.D., Shonin, E.S., & Van Gordon, W. (2015). Mindfulness as a treatment for gambling disorder. Journal of Gambling and Commercial Gaming Research, 1, 1-6.

  • Mindfulness is a form of meditation that derives from Buddhist practice and is one of the fastest growing areas of psychological research. Studies investigating the role of mindfulness in the treatment of behavioural addictions have – to date – primarily focused on gambling disorder. Recent pilot studies and clinical case studies have demonstrated that weekly mindfulness therapy sessions can lead to clinically significant change among individuals with gambling problems. This purpose of this paper is to appraise current directions in gambling disorder research as it relates to mindfulness approaches, and discuss issues that are likely to hinder the wider acceptance of mindfulness as a treatment for gambling disorder. It is concluded that although preliminary findings indicate that there are applications for mindfulness approaches in the treatment of gambling disorder, further empirical and clinical research utilizing larger-sample controlled study designs is clearly needed.

Shonin, E., Van Gordon W., Compare, A., Zangeneh, M. & Griffiths M.D. (2015). Buddhist-derived loving-kindness and compassion meditation for the treatment of psychopathology: A systematic review. Mindfulness, 6, 1161–1180.

  • Although clinical interest has predominantly focused on mindfulness meditation, interest into the clinical utility of Buddhist-derived loving-kindness meditation (LKM) and compassion meditation (CM) is also growing. This paper follows the PRISMA (preferred reporting items for systematic reviews and meta-analysis) guidelines and provides an evaluative systematic review of LKM and CM intervention studies. Five electronic academic databases were systematically searched to identify all intervention studies assessing changes in the symptom severity of Diagnostic and Statistical Manual of Mental Disorders (text revision fourth edition) Axis I disorders in clinical samples and/or known concomitants thereof in sub-clinical/healthy samples. The comprehensive database search yielded 342 papers and 20 studies (comprising a total of 1,312 participants) were eligible for inclusion. The Quality Assessment Tool for Quantitative Studies was then used to assess study quality. Participants demonstrated significant improvements across five psychopathology-relevant outcome domains: (i) positive and negative affect, (ii) psychological distress, (iii) positive thinking, (iv) interpersonal relations, and (v) empathic accuracy. It is concluded that LKM and CM interventions may have utility for treating a variety of psychopathologies. However, to overcome obstacles to clinical integration, a lessons-learned approach is recommended whereby issues encountered during the (ongoing) operationalization of mindfulness interventions are duly considered. In particular, there is a need to establish accurate working definitions for LKM and CM.

Shonin, E., Van Gordon W., & Griffiths M.D. (2014). The emerging role of Buddhism in clinical psychology: Towards effective integration. Psychology of Religion and Spirituality, 6, 123-137.

  • Research into the clinical utility of Buddhist-derived interventions (BDIs) has increased greatly over the last decade. Although clinical interest has predominantly focused on mindfulness meditation, there also has been an increase in the scientific investigation of interventions that integrate other Buddhist principles such as compassion, loving kindness, and “non-self.” However, due to the rapidity at which Buddhism has been assimilated into the mental health setting, issues relating to the misapplication of Buddhist terms and practices have sometimes arisen. Indeed, hitherto, there has been no unified system for the effective clinical operationalization of Buddhist principles. Therefore, this paper aims to establish robust foundations for the ongoing clinical implementation of Buddhist principles by providing: (i) succinct and accurate interpretations of Buddhist terms and principles that have become embedded into the clinical practice literature, (ii) an overview of current directions in the clinical operationalization of BDIs, and (iii) an assessment of BDI clinical integration issues. It is concluded that BDIs may be effective treatments for a variety of psychopathologies including mood-spectrum disorders, substance-use disorders, and schizophrenia. However, further research and clinical evaluation is required to strengthen the evidence-base for existent interventions and for establishing new treatment applications. More important, there is a need for greater dialogue between Buddhist teachers and mental health clinicians and researchers to safeguard the ethical values, efficacy, and credibility of BDIs.

Van Gordon W., Shonin, E., Griffiths M.D. & Singh, N. (2015). There is only one mindfulness: Why science and Buddhism need to work together. Mindfulness, 6, 49-56.

  • This commentary provides an alternative perspective to some of the key arguments and observations outlined by Monteiro and colleagues (2015) concerning the relative deficiency of authenticity in secular mindfulness-based approaches compared with mainstream Buddhist practice traditions. Furthermore, this is achieved by critically examining the underlying assumption that if secular mindfulness-based approaches represent a more ‘superficial’ construction of mindfulness, then the ‘superior’ approach embodied by present-day Buddhist teachers and traditions should be easily identifiable. More specifically, a means of understanding mindfulness (and related Buddhist meditative principles) is presented that attempts to communicate the versatility and underlying unity of the Buddha’s teachings, and the fact that the scriptural, empirical, and logical grounds for asserting that secular mindfulness-based approaches offer a less authentic practice mode than mainstream Buddhist modalities are not as robust as contemporary general opinion might suggest.

Shonin, E., Van Gordon, W. & Griffiths, M.D. (2015). Does mindfulness work? Reasonably convincing evidence in depression and anxiety. British Medical Journal, 351, h6919 doi: 10.1136/bmj.h6919.

  • In 2014, over 700 scientific papers on mindfulness were published, which is more than double the amount of mindfulness papers published in 2010. Approximately 80% of adults and 70% of General Practitioners in the UK believe that practising mindfulness can lead to health benefits. The most convincing evidence exists for the use of mindfulness-based interventions (MBIs) in the treatment of depression and anxiety. Meta-analytic studies assessing the efficacy of mindfulness as a treatment for these two disorders have typically reported effect sizes in the moderate-strong to strong range. There is increasing evidence suggesting that mindfulness is an effective means of increasing perceptual distance from distressing psychological and somatic stimuli, and that it leads to functional neuroplastic changes in the brain. However, the aforementioned ‘fashionable’ status of mindfulness amongst both the general public and scientific community has likely overshadowed the need to address a number of key methodological and operational issues concerning its treatment efficacy.

Dr Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D., Shonin, E.S., & Van Gordon, W. (2015). Mindfulness as a treatment for gambling disorder. Journal of Gambling and Commercial Gaming Research, 1, 1-6.

Shonin, E., Van Gordon W., Compare, A., Zangeneh, M. & Griffiths M.D. (2015). Buddhist-derived loving-kindness and compassion meditation for the treatment of psychopathology: A systematic review. Mindfulness, 6, 1161–1180.

Shonin, E.S., Van Gordon, W. & Griffiths, M.D. (2015). Mindfulness in psychology: A breath of fresh air? The Psychologist: Bulletin of the British Psychological Society, 28, 28-31.

Shonin, E.S., Van Gordon, W. & Griffiths, M.D. (2015). Teaching ethics in mindfulness-based interventions. Mindfulness, 6, 1491–1493.

Shonin, E., Van Gordon, W. & Griffiths, M.D. (2015). Does mindfulness work? Reasonably convincing evidence in depression and anxiety. British Medical Journal, 351, h6919 doi: 10.1136/bmj.h6919.

Shonin, E., Van Gordon, W., & Griffiths, M.D. (2016). Mindfulness and Buddhist-derived treatment techniques in mental health and addiction settings. In Shonin, E., Van Gordon, W., & Griffiths, M.D. (Eds.), Mindfulness and Buddhist-derived Approached in Mental Health and Addiction (pp. 1-6). New York: Springer.

Van Gordon, W., Shonin, E., Griffiths, M.D., & Singh. N.N. (2015). Mindfulness and the Four Noble Truths. In: Shonin, E., Van Gordon, W., & Singh, N. N. (Eds). Buddhist Foundations of Mindfulness. (pp. 9-27). New York: Springer.

Van Gordon W., Shonin, E., Griffiths M.D. & Singh, N. (2015). There is only one mindfulness: Why science and Buddhism need to work together. Mindfulness, 6, 49-56.

Van Gordon, W., Shonin, E., & Griffiths, M.D. (2015). Can second generation of mindfulness-based interventions be helpful in treating psychiatric disorders? Australian and New Zealand Journal of Psychiatry, 49, 591-592.

Shonin, E., Van Gordon, W., & Griffiths, M.D. (2016), Mindfulness and Buddhist-derived Approaches in Mental Health and Addiction. New York: Springer.

Van Gordon, W., Shonin, E., Singh. N.N. & Griffiths, M.D. (2015). The mindfulness of emptiness and the emptiness of mindfulness. In: Shonin, E., Van Gordon, W., & Singh, N. N. (Eds). Buddhist Foundations of Mindfulness (pp. 159-179). New York: Springer.

Van Gordon, W., Shonin, E., & Griffiths, M.D. (2015). Mindfulness in mental health: A critical reflection. Journal of Psychology, Neuropsychiatric Disorders and Brain Stimulation, 1(1), 102.

Van Gordon, W., Shonin, E., & Griffiths, M.D. (2016). Are contemporary mindfulness-based interventions unethical? British Journal of General Practice, 66, 94-95.

Van Gordon, W., Shonin, E., & Griffiths, M.D. (2016). Meditation Awareness Training for individuals with fibromyalgia syndrome: An interpretative phenomenological analysis of participants’ experience. Mindfulness, in press.

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