Category Archives: Games
Play a way: A brief overview of our recent papers on Game Transfer Phenomena
Following my recent blogs where I outlined some of the papers that my colleagues and I have published on mindfulness, Internet addiction, gaming addiction, workaholism, and youth gambling, here is a round-up of recent papers that Dr. Angelica Ortiz de Gortari and I have published on Game Transfer Phenomena.
Ortiz de Gortari, A.B., Oldfield, B. & Griffiths, M.D. (2016). An empirical examination of factors associated with Game Transfer Phenomena severity. Computers in Human Behavior, 64, 274-284.
- Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2281 gamers’ participated in an online survey. The majority of gamers experienced a mild level of GTP. The factors significantly associated with the severe level of GTP were: (i) being students, (ii) being aged 18 to 22 years, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 h or more, (iv) playing to escape from the real world, (v) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vi) having experienced distress or dysfunction due to GTP. In addition, having used drugs and experiencing flashbacks as side- effects of drug use were significantly less likely to be reported by those with mild level of GTP. In a regression analysis, predictors of severe GTP included positive appraisals of GTP, distress or dysfunction due to GTP, and tendency to recall dreams. In general, the findings suggest that those with severe level of GTP share characteristics with profiles of gamers with dysfunctional gaming (e.g., problematic and/or addictive gaming).
Ortiz de Gortari, A.B. & Griffiths, M.D. (2015). Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. Computers in Human Behavior, 51, 195-202.
- Previous qualitative and quantitative studies examining Game Transfer Phenomena (GTP) have demonstrated that GTP experiences are common. These studies have shown that many gamers report altered perceptions, involuntary thoughts and behaviors after playing video games (e.g., pseudo-hallucinatory experiences, automatic motor activations, etc.). However, the factors associated with GTP are unknown. In the present study, a total of 2362 gamers were surveyed using an online questionnaire to examine the relationship between GTP and socio-demographic factors, gaming habits, individual characteristics, and motivations for playing. Results showed that having a pre-existing medical condition, playing for 3–6 h, and playing for immersion, exploration, customization, mechanics and escape from the real world were significantly associated with having experienced GTP. Those who were 33–38 years old, playing sessions for less than one hour, being a professional player, being self-employed, and never recalling dreams, were significantly more likely to have not experienced GTP. The findings suggest that attention should be paid to young adults and the length of gaming sessions, as well as taking into consideration underlying factors such as medical conditions that may make gamers more prone to GTP.
Ortiz de Gortari, A.B., Pontes, H.M. & Griffiths, M.D. (2015). The Game Transfer Phenomena Scale: An instrument for investigating the non-volitional effects of video game playing. Cyberpsychology, Behavior and Social Networking, 18, 588-594.
- A variety of instruments have been developed to assess different dimensions of playing video games and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses nonvolitional phenomena experienced after playing video games (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers’ self-reports fitted the data well. Population cross-validity was also achieved, and the positive associations between the session length and overall scores indicate the GTPS warranted criterion-related validity. Although the understanding of Game Transfer Phenomena is still in its infancy, the GTPS appears to be a valid and reliable instrument for assessing nonvolitional gaming-related phenomena. The GTPS can be used for understanding the phenomenology of post-effects of playing video games.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2015). Auditory experiences in Game Transfer Phenomena: An empirical self-report study. In: Gamification: Concepts, Methodologies, Tools, and Applications (pp.1329-1345). Pennsylvania: IGI Global.
- This study investigated gamers’ auditory experiences as after effects of playing. This was done by classifying, quantifying, and analysing 192 experiences from 155 gamers collected from online videogame forums. The gamers’ experiences were classified as: (i) involuntary auditory imagery (e.g., hearing the music, sounds or voices from the game), (ii) inner speech (e.g., completing phrases in the mind), (iii) auditory misperceptions (e.g., confusing real life sounds with videogame sounds), and (iv) multisensorial auditory experiences (e.g., hearing music while involuntary moving the fingers). Gamers heard auditory cues from the game in their heads, in their ears, but also coming from external sources. Occasionally, the vividness of the sound evoked thoughts and emotions that resulted in behaviours and copying strategies. The psychosocial implications of the gamers’ auditory experiences are discussed. This study contributes to the understanding of the effects of auditory features in videogames, and to the phenomenology of non-volitional auditory experiences.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2016). Prevalence and characteristics of Game Transfer Phenomena: A descriptive survey study. International Journal of Human-Computer Interaction, 32, 470-480.
- Previous qualitative studies suggest that gamers experience Game Transfer Phenomena (GTP), a variety of non-volitional phenomena related to playing videogames including thoughts, urges, images, and sounds when not playing. To investigate (i) which types of GTP were more common and (ii) their general characteristics, the present study surveyed a total of 2362 gamers via an online survey. The majority of the participants were male, students, aged between 18 and 27 years, and “hard-core” gamers. Most participants reported having experienced at least one type of GTP at some point (96.6%), the majority having experienced GTP more than once, with many reporting 6 to 10 different types of GTP. Results demonstrated that videogame players experienced (i) altered visual perceptions, (ii) altered auditory perceptions, (iii) altered body perceptions, (iv) automated mental processes, and (v) behaviors. In most cases, GTP could not be explained by being under the influence of a psychoactive substance. The GTP experiences were usually short-lived, tended to occur after videogame playing rather than during play, occurred recurrently, and usually occurred while doing day-to-day activities. One in five gamers had experienced some type of distress or dysfunction due to GTP. Many experienced GTP as pleasant and some wanted GTP to happen again.
Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. & Ortiz de Gortari, A.B. (2015). Musical hallucinations: Review of treatment effects. Frontiers in Psychology, 6, 1885. doi: 10.3389/fpsyg.2015.01885
Ortiz de Gotari, A., Aronsson, K. & Griffiths, M.D. (2011). Game Transfer Phenomena in video game playing: A qualitative interview study. International Journal of Cyber Behavior, Psychology and Learning, 1(3), 15-33.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2012). An introduction to Game Transfer Phenomena in video game playing. In J. Gackenbach (Ed.), Video Game Play and Consciousness (pp.223-250). Hauppauge, NY: Nova Science.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Altered visual perception in Game Transfer Phenomena: An empirical self-report study. International Journal of Human-Computer Interaction, 30, 95-105.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Auditory experiences in Game Transfer Phenomena: An empirical self-report study. International Journal of Cyber Behavior, Psychology and Learning, 4(1), 59-75.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2014). Automatic mental processes, automatic actions and behaviours in Game Transfer Phenomena: An empirical self-report study using online forum data. International Journal of Mental Health and Addiction, 12, 432-452.
Ortiz de Gortari, A.B. & Griffiths, M.D. (2016). Playing the computer game Tetris prior to viewing traumatic film material and subsequent intrusive memories: Examining proactive interference. Frontiers in Psychology, 7, 260. doi: 10.3389/fpsyg.2016.00260
Game on: A brief look at gambling on eSports
Like daily fantasy sports, betting on eSports (i.e., professional video gaming) has increased in popularity over the last few years and has given rise to allegations of unregulated and underage gambling. The eSports market is large. According to a 2016 report by Superdata, professional eSports is growing exponentially and is worth an estimated $612 (US) million a year. Furthermore, Eilers and Krejcik Gaming estimate that real money betting on eSports betting will reach $10 billion (US) by 2020. The professionalization and sportification of this entertainment form has brought sports-world elements to it: stadium-like facilities, cheering stands, sponsors, big rewards, and competition. Instant replays, jumbotrons (i.e., super-huge television screens), and referees add to the sport dramatisation. In some notorious cases, prizes have gone beyond the $10 million [US] threshold in a packed arena housing 73,000 fans. According to by John McMullan and Delthia Miller in a 2008 issue of the Journal of Gambling Issues, sportification is the process of incorporating the logics of sport to non-sporting contexts (e.g., poker, eSports. This can materialise in many ways but most commonly occurs when (i) other industries capitalise on the positive attributes of sport (e.g., popularity, engagement, or sanity and health inferences); and (ii) non-sport fields try to increase the entertainment and playability of their products and their association with joy and excitement.
Twitch, an online platform that streams live video gaming, informs its’ advertisers that it has 100 million monthly viewers, who watch for an average of 106 minutes a day. Betting on eSports presents new challenges. As a news report in Bloomberg news observed in relation to betting on the game Counterstrike: Global Offensive (CSGO):
“Gambling – licensed, regulated, and by adults – is generally accepted in eSports. There is growing concern, though, that teenagers are being attracted to different forms of betting facilitated by third-party providers. One such platform is CSGO Lounge (an independent site not affiliated with Valve Software, which develops the game itself). The site allows spectators to bet in-game add-ons known as skins – weapons, tools and the like – on the results of matches. Not all skins are created equal, and the rarity of some means they can cost hundreds of real dollars on marketplace sites like SkinXchange.com. The temptation is too much for some”.
Put simply, skin gambling is the use of virtual goods and items (typically cosmetic elements that have no direct influence on gameplay) as virtual currency to bet on the outcome of professional matches. The Bloomberg article also claims on the basis of interviews with industry insiders that underage skin gambling is a “huge problem”. Justin Carlson (lead developer of SkinXchange) claims there are “countless” parents whose children have used their credit cards without their knowledge to buy skins and bet on gaming on other sites. Although anecdotal, Carlson claims that some minors have “racked up hundreds or thousands of dollars in skins on ‘SkinXchange’ just to lose them all on some betting or jackpot site”. It’s clear that people trading skins in eSports has grown over the last few years and various regulators around the world – such as the UK Gambling Commission (UKGC) – are considering regulation and says it is an “emerging product” and an “area for continuing future focus”. More specifically, the UKGC’s 2016 Annual Report notes:
“The growing market in esports and computer gaming has scope to present issues for regulation and player protection – issues which are being examined by gambling regulators in other international markets…These issues range from the emergence of real money esports betting markets, to trading in-game items which blur the lines between gambling and social gaming. Our focus will be to understand developments, including engaging with key stakeholders, and we will work wherever we can to ensure the risks associated with these, particularly to children and young people, are minimised”.
One of the complicating factors for eSports gambling is that while cash is the currency for many gamblers, there is a growing trend towards the use of virtual currencies, or ‘in-game items’ which, according to the UKGC, can be “won, traded, sold or used as virtual currency to gamble with and converted into money or money’s worth”. These, according to the UKGC, “include digital commodities (such as ‘skins’) which can be won or purchased within the confines of computer games and can then be used as a form of virtual currency on a growing number of gambling websites”. No academic research has examined underage skin gambling but this is an issue that is unlikely to diminish over the coming years.
It is also worth noting that this massive interest in eSports followed by a massive audience has led most major betting operators to include eSports in their daily gambling offer. However, the singularities of eSports market pose new challenges that conventional online betting sites struggle to address. Suraj Gosai, co-founder of Blinkpool, an eSports dedicated betting platform, laid out two main problems: in-play betting limitations and odds algorithmic programming. For in-play betting to be viable, companies need to get access to reliable, instantaneous, and unambiguous data that can settle bets and separate winners from losers. Data companies like Perform do that in sport, and betting operators rely on their data to offer in-play action to gamblers. The problem in eSports is that actions are not as quantified and standardised as in real-life sports. To counteract that, Blinkpool created a computer vision technology that extracts data from real-time action and promotes hyper-contextual opportunities, that is, 10- to 45-second in-play betting mini-markets concerning very specific developments in the narrative of the games.
Odds programming in sports betting is fundamentally based on historical data from hundreds of thousands of games, from which each factor (home advantage, table position, head-to-head, etc.) is weighted in to determine the probability of an event occurring. In the fixed-odds betting market, the bookmaker makes available to bettors that probability plus a benefit margin. When placing a bet, an individual bets against the probability that the house has predicted. This is not yet feasible in eSports because the historical data are scarce and the modelling is complex. Companies are circumventing this problem by offering exchange betting rather than fixed-odds. This method comprises peer betting, that is, bettors do not bet against the house but between one another. This way, the house gets a commission from winning bets and operates a much less risky business.
Dr. Mark Griffiths, Professor of Behavioural Addictions, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Bracken, G. (2016). We hope to be the home of eSports betting. Gambling Insider. Available from: https://www.gamblinginsider.com/in-depth/1909/we-hope-to-be-the-home-of-esports-betting
Gambling Commission (2015). Explaining our approach to social gaming. Located at: http://www.gamblingcommission.gov.uk/Gambling-data-analysis/Social-media/Explaining-our-approach-to-social-gaming.aspx
Gambling Commission (2016). Annual Report 2015/16. Birmingham: Gambling Commission.
McMullan, J. L., & Miller, D. (2008). All in! The commercial advertising of offshore gambling on television. Journal of Gambling Issues, 22, 230-251.
Melbourne, K. & Campbell, M. (2015). Professional gaming may have an underage gambling problem. Bloomberg, September 7. Available at: http://www.bloomberg.com/news/articles/2015-09-07/professional-video-gaming-has-an-underage-gambling-problem
Superdata (2016). eSports Market Report. Available at: https://www.superdataresearch.com/market-data/esports-market-brief/
Wingfield, N. (2014) In e-Sports, video gamers draw real crowds and big money. New York Times, August 30. Available from: http://www.nytimes.com/2014/08/31/technology/esports-explosion-brings-opportunity-riches-for-video-gamers.html?_r=0
Wood, J. (2016). UK Gambling Commission: We’ll work to minimize risks from emerging esports betting markets. Esports Betting Report, July 19. Available at: http://www.esportsbettingreport.com/uk-regulators-address-esports-betting/
Silver cross? The strange case of counterfactual thinking among Olympic athletes
As a psychologist, I’m very interested in how people decide what the reasons for a behaviour or action are. For instance, if Brazil wins the gold medal in football at the Olympics there might be a whole range of reasons that we attribute this success to (e.g., the skill of the team, the manager’s team selection, the influence of home crowd support, etc.). If they get knocked out early in the competition, we might attribute the failure to a related but slightly different set of reasons (e.g., the manager didn’t pick the best players, the referee was biased in his decision-making, etc.).
However, there is a lot of psychological research showing that – on occasions – our attributions about the outcome of sporting events (both failures and successes) can be relatively unrealistic. Psychologists explain reasoning in these cases as due to counterfactual thinking (CFT) because it runs counter to the facts of the situation. There are always things that have happened to us in our lives where we dwell on something that we have done and make attributions about the causes of those events, even though we can no longer do anything about it.
Olympians who perform below their best can waste lots of time ‘torturing’ themselves about their performance (e.g., sprinters may re-run races in their head and imagine what they could have done differently). This is known as upward CFT. The opposite phenomenon (i.e., downward CFT) is when a person spends loads of time thinking about how things could have been a lot worse.
Psychological research has demonstrated that CFT is more likely to occur when an outcome is upsetting, negative, and/or unexpected. A really good example of this was in the 1998 football World Cup when England’s David Beckham was sent off for kicking an opposition player during the quarter-final against Argentina. There is no way of knowing whether England would have won the game if Beckham hadn’t been sent off. However, immediately after England’s loss, there was an almost universal attribution by the British media and the British general public that the only reason we didn’t reach the semi-final was the sending off of David Beckham.
This was a classic example of downward CFT at a national level. If England had been losing at the time of Beckham’s red card, it is debatable whether such attention would have been given. Similar types of national downward CFT were displayed when Frank Lampard’s goal against Germany in the 2010 football World Cup was not given. Had the goal been given by the referee, England would have levelled the game at 2-2 and perhaps the outcome would have been very different (even though most neutral observers claim Germany’s 4-1 win was fully deserved).
My favourite study in the area of CFT was actually carried out on Olympians by American psychologists Victoria Medvec, Scott Madley and Thomas Gilovich. They published a paper in the Journal of Personality and Social Psychology entitled ‘When Less Is More: Counterfactual Thinking and Satisfaction Among Olympic Medalists’. They were interested in whether the effects of different counterfactual comparisons were strong enough to cause people who are objectively worse off to sometimes feel better than those in a superior state. They came up with an ingenious way to look at this by studying the medals won during athletic competition.
“We chose this domain of investigation because in athletic competition outcomes are typically defined with unusual precision. Someone finishes first, second, or third, for example, thereby earning a gold, silver, or bronze medal. With all else equal, one would expect the athletes’ levels of satisfaction to mirror this objective order. We suspected, however, that all else is not equal – that the nature of athletes’ counterfactual thoughts might cause their levels of satisfaction to depart from this simple, linear order”
And that’s exactly what they found because they found that bronze medalists tend to be happier than silver medalists – and they explained this by comparison between upward and downward CFT. They expected those who won silver medals to be more focused on why they failed to win a gold medal (upward CFT). For bronze medalists, they expected them to be more focused on the fact that they finished with a medal rather than nothing at all (downward CFT). Medvec and colleagues put it a lot more eloquently than I could:
“For the silver medalist, this exalted status was only one step away. To be sure, the silver medalist also finished only one step from winning a bronze, but such a downward social comparison does not involve much of a change in status (i.e., neither the bronze nor silver medalist won the event, but both won medals), and thus does not constitute as much of a counterfactual temptation. In contrast, bronze medalists are likely to focus their counterfactual thoughts downward. Like the qualitative jump between silver and gold, there is a categorical difference between finishing third and finishing fourth. Third place merits a medal whereas the fourth-place finisher is just one of the field. This type of categorical difference does not exist in the upward comparison between second and third place”.
Basically, the authors attributed their findings to the fact that the most compelling counterfactual alternative for the silver medalist is winning the gold, whereas for the bronze medalist it is finishing without a medal. Therefore, bronze medalists are happier than silver medalists with the outcome – even though the silver medalists did objectively better in the event. The authors also noted that CFT might be very long lasting for athletes. They briefly recalled the case of the 1500m middle distance runner Abel Kiviat, who won a silver medal at the 1912 Stockholm Olympics. Kiviat had all but won the race until the British athlete Arnold Jackson “came from nowhere” and won the race by one-tenth of a second. In a 1995 interview to the Los Angeles Times, the then 91-year old Kiviat said: “I wake up sometimes and say, ‘What the heck happened to me?’ It’s like a nightmare”.
Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Baron, R. A. (2000). Counterfactual thinking and venture formation: The potential effects of thinking about “what might have been”. Journal of business venturing, 15(1), 79-91
Byrne, R. M., & McEleney, A. (2000). Counterfactual thinking about actions and failures to act. Journal of Experimental Psychology: Learning, Memory, and Cognition, 26(5), 1318-1331.
Epstude, K., & Roese, N. J. (2008). The functional theory of counterfactual thinking. Personality and Social Psychology Review, 12(2), 168-192
Medvec, V. H., Madey, S. F., & Gilovich, T. (1995). When less is more: counterfactual thinking and satisfaction among Olympic medalists. Journal of Personality and Social Psychology, 69(4), 603-610.
Roese, N. J. (1997). Counterfactual thinking. Psychological bulletin, 121(1), 133-148.
Roese, N. J., & Olson, J. M. (2014). What might have been: The social psychology of counterfactual thinking. London: Psychology Press
Tickled: The strange (but true) story of competitive endurance tickling, catfishing, and trolling
Last month, an article that I wrote on knismolagnia (in which individuals derive sexual pleasure and arousal from tickling or being tickled) was featured in an online article in Vox about the documentary Tickled and the world of ‘competitive endurance tickling’ (CET). Given that endurance sports are by definition ‘extreme’ and that I have examined other extreme sports and endurance events in my previous blogs, I thought that CET would make an interesting topic to examine. Tickled was co-directed by the New Zealand journalist David Farrier and the videographer Dylan Reeve but turned out to be a far more interesting film than just about CET. It all started when Farrier came across an online advert placed by Jane O’Brien Media (JOBM):
“This is a shout out to TICKLISH MALE ATHLETIC FITNESS MODELS (aged 18-25) IN THE USA (all 50 states), CANADA, UK, AUSTRALIA, NEW ZEALAND AND JAPAN. What I’m shooting lately is unique. It’s been exploring several situations in which attractive, ticklish, and masculine guys are actually tickled in two different restrained formats, then involved in demonstrating some tickling skills themselves. Presently, I’ve been shooting all-male casts. It is important for you to understand from the get-go that this is not a fetish, or adult-oriented content endeavour. Also, no nudity or implied nudity work is a part of anything that I ever shoot. I repeat: recent shoots have featured all-male casts. This is a completely athletic activity with major competitive and endurance elements involved, including strategy and teamwork. I’m focused on Competitive Reality Endurance Tickling”.
It was when Farrier saw the phrase “Competitive Reality Endurance Tickling” that his journalistic instincts started to stir. The website advert said that successful applicants would be put up in a Los Angeles (US) hotel, have to wear Adidas branded clothes, and be paid US$1500 to participate. One of the CET participants Jordan Schillachi said in an online video: “This is a very competitive company…There’s probably 600 guys every 30 minutes sending pictures to want to get in”. By way of further background, the Wikipedia entry on Farrier noted that:
“In early 2014 Farrier began production of the feature-length documentary ‘Tickled’, which he co-directed with videographer Dylan Reeve. The project began when Farrier sought to do a ‘light entertainment’ piece about videos purported to depict ‘Competitive Endurance Tickling’. His inquiry to Jane O’Brien Media, the videos’ producer, was met with a hostile refusal to talk with him, prompting Farrier and Reeves to investigate further, and the film relates their efforts to find out more about the people involved in making the videos, and the person or persons behind them”.
If you type the words ‘competitive endurance tickling’ into Google, all the links that come up in the first two pages all concern the film Tickled and the various news reports and/or film reviews about it. The JOBM videos featuring CET all feature “young athletic men” who restrain and tickle each other and “compete to see who can stand to be tickled the longest”. Farrier simply wanted to find out more about the so-called ‘sport’ and contacted JOBM about the ‘sport’ and the videos it produced. Farrier received a “hostile” and homophobic response from JOBM that focused on Farrier’s bisexuality and asserting that CET is a “passionately and exclusively heterosexual athletic endurance activity”. The hostility Farrier received and the legal threats he received from JOBM spurred Farrier into making the film. Arguably using bullying tactics, JOBM tried their best to stop the documentary being made. Farrier and Reeve subsequently located where JOBM operated from in Los Angeles, and turn up unannounced at their premises but are turned away at the door of the JOBM offices. The Wikipedia entry on the film noted:
“Their research uncovers information about a person known as Terri DiSisto (or ‘Terri Tickle’), a pioneer of recruiting and distributing tickling videos online, in the 1990s. They interview another tickling-video producer, whose operations are a low-key affair. They speak to a few former participants in O’Brien’s videos, who describe coercive and manipulative treatment by the producers, such as defamation campaigns against them, exposing their personal information and contacting school or work associates to discredit them, in retaliation for challenging or speaking out against the company. A local recruiter in Muskegon, Michigan describes ‘audition’ videos he’d helped make, being published without the participants’ consent. Farrier and Reeve chance upon documents which link O’Brien to David D’Amato, the former school administrator behind the ‘Terri Tickle’ alias, who served a six-month prison sentence for disabling computer systems at two different universities on multiple dates. They determine that D’Amato now lives on a substantial inheritance from his father, a successful lawyer. After considerable effort to locate him, they confront him on the street, to which he responds with additional legal threats. Before returning to New Zealand, Farrier contacts D’Amato’s step-mother for comment; she implicitly confirms his “tickling” past, and he informs her of D’Amato’s ongoing involvement in it”.
The film exposes a ‘tickling ring’ that appears to have been operation for a couple of decades. The Vox article reports that the film tells three simultaneous stories:
“The first and most basic [story] is about people who like tickling and being tickled. The second, deeper story is about catfishing – the kind of systematic, continual deception you sometimes encounter when manipulative individuals obscure their identities online. The catfisher at the center of ‘Tickled’ may be shrouded in mystery, at least until the film really gets going, but they aren’t the stereotypical lonely human on the internet. Whoever’s responsible orchestrates an elaborate plot involving lawyers, a battery of legal threats and actual lawsuits, a cadre of real minions who willingly helped carry out the ruse, and a host of nubile young men who get paid to be tickled. And that leads to [the film’s] third and most compelling story, which is a story about power. ‘Tickled’ is what happens when you put power, wealth, and privilege into the hands of an internet troll with a single-minded goal: to crush his enemies and film people being tickled. ‘Tickled’ is a procedural; the process of how Farrier and Reeve uncover their story takes up most of the documentary’s narrative…‘Tickled’ occasionally gets into the nitty-gritty details of confirming the catfisher’s ultimate identity – by investigating website domains, stock photos, and more – in a way that might bore some viewers. But the clues Farrier and Reeve unearth along the way are generally so weird and unique that many people will find it riveting”.
The Vox article went on to question whether CET is just a creative name for a sexual fetish (which is where my previous article on knismolagnia made an appearance). Farrier’s view was that the videos might perhaps be about JOBM producing homoerotic fetish videos that they could make money from. (JOBM strenuously denied they sold the videos for such purposes. “This is not a fetish, or adult-oriented content endeavor”). The Vox article also said:
“Tickled explores the nature of tickling fetishes and the personalities of the people who wind up monetizing them: The documentary features one film producer who quit his day job after realizing he could make thousands of dollars a month by catering to people with this very specific fetish”.
When Farrier began writing about CET in 2014, online readers responded by saying that his writings reminded them of stories about an internet troll that had been operating with a similar modus operandi a couple of decades previously. Farrier cam to the conclusion that the troll and JOBM might in fact be one and the same. As Farrier observed:
“If you Googled ‘tickling videos’ and ‘internet,’ the story came up, so we made that connection very, very quickly. The circumstantial coincidence of how they [both] operated was very obvious, but going deeper than that was harder for us. To actually prove any of it – that’s the journey of this documentary. It’s good to go in cold and just let it unfold in front of you, and then, at the end of it, you should spend a little time thinking it all through again and decide how you feel. That’s what we did experiencing the whole thing, and I think that’s good for you as an audience as well”.
So if you want to know whether Farrier’s suspicions were confirmed, you’ll have to go and watch the film – but I’ll just end by noting that JOBM have now produced their own website (‘Tickled, The Truth’) to counter Farrier’s claims.
Dr Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Aggrawal A. (2009). Forensic and Medico-legal Aspects of Sexual Crimes and Unusual Sexual Practices. Boca Raton: CRC Press.
Blackwell, S. (2016). Tickling. Prodomme. Located at: http://www.prodomme.com/fetishes/tickling
Farrier, D. (2014). Homophobia and competitive tickling. 3 News, May 7. Located at: https://web.archive.org/web/20140603201419/http://www.3news.co.nz/Homophobia-and-competitive-tickling/tabid/418/articleID/343206/Default.aspx
Him and Her Sex Blog (2012). Knismolagnia. February 12. Located at: http://himandhersexblog.tumblr.com/post/17661996177/knismolagnia
Right Diagnosis (2012). Knismolagnia. Located at: http://www.rightdiagnosis.com/k/knismolagnia/intro.htm
Romano, A. (2016). New documentary ‘Tickled’ takes you into a world of sexual fetishes, catfishing, and internet secrets unearthed. Vox, June 21. Located at: http://www.vox.com/2016/6/21/11963566/tickled-competitive-tickling-documentary-explained
Wikipedia (2012). Catfishing. Located at: https://en.wikipedia.org/wiki/Catfishing
Wikipedia (2012). Tickled. Located at: https://en.wikipedia.org/wiki/Tickled
Wikipedia (2012). Tickling game. Located at: http://en.wikipedia.org/wiki/Tickling_game




