Category Archives: Games
Ghost modernism: Should parents worry about their children playing supernatural games?
(Note: A version of this article was first published in The Independent)
Supernatural games have been played for decades by children and adolescents all around the world. The most popular games – often played on Halloween – include holding séances and playing on a Ouija board to summon up the spirit world, playing hide-and-seek in the pitch black dark, ‘Bloody Mary’ (staring into a mirror, alone in the dark and saying “Bloody Mary” three times to summon up a ghoulish woman), and ‘Candy Man’ (again staring into a mirror and saying “Candy Man” five times to summon up the ghost of a black slave covered in blood and where thousands of bees emerge from his mouth).
The latest game that has done the rounds is the ‘Charlie Charlie Challenge’ (also known as ‘Charlie Pencil’ and ‘The Pencil Game’) and viewed by some as a rudimentary Ouija board. Both of my younger children saw the game on social media although neither has played it. The game is very simple to play and like ‘Bloody Mary’ and ‘Candy Man’ is played to invoke a spirit (this time a dead Mexican called Charlie). The game simply involves placing two pencils on a piece of blank paper in the shape of the cross with the words ‘yes’ and ‘no’ written on either side of the pencils. Players say the phrase “Charlie, Charlie can we play?” in order to connect with the demon. Players then ask questions of the demon and the pencils move to indicate his answer.
There has been no academic research into the playing of supernatural games by children but there is anecdotal evidence that such games are popular. For instance, according to one news report in the Daily Mail, the sales of Ouija boards increased by 300% in December 2014 and are marketed for children and adolescents as they are sold in places like Toys R Us.
The obvious questions to ask is why our children like to play these scary games in the first place and is there is any harm that children can experience from playing such games? Although there has been no research on the playing of supernatural games there has been a little research on why we like watching scary supernatural films. Psychological research has shown that when it comes to the supernatural the three main reasons we watch supernatural horror films are for tension (generated by the suspense, mystery, terror, etc.), relevance (that may relate to personal relevance, cultural meaningfulness, the fear of death, etc.), and (somewhat paradoxically given the second reason) unrealism (i.e., being so far removed from our day-to-day existence). However, the research that has been carried out tends to be on student populations rather than younger children and adolescents. The reasons why school-aged children may want to watch or engage in supernatural practices are likely to be far more mundane such as teenage bravado to try and impress others around them or as a ‘rites of passage’ activity (i.e., engaging in an activity that is normally done by adults and makes the child feel more grown-up).
Although I don’t subscribe to the theories forwarded by the psychoanalyst Dr. Carl Jung, he believed the liking for supernatural horror films tapped into our ‘primordial archetypes’ buried deep in our collective subconscious. However, as with almost all psychoanalytic theorizing, such notions are hard to scientifically test. Another psychoanalytic theory – although arguably dating back to Aristotle – is the notion of catharsis (i.e., that we watch and engage in frightening activities as a way of purging negative emotions and/or as a way to relieve pent-up frustrations).
When it comes to whether playing supernatural games are harmful for children, there are two schools of thought but there is no empirical evidence to support either position. There are those that emphatically claim that the playing of such games is not a dangerous activity. Opposed to this view are those (often religious) people that claim that using Ouija boards and playing supernatural games are dangerous. For instance, Father Stephen McCarthy, a Catholic priest claimed the ‘Charlie Charlie Challenge’ was a demonic activity. In an open letter to students he said:
“There is a dangerous game going around on social media which openly encourages impressionable young people to summon demons. I want to remind you all there is no such thing as ‘innocently playing with demons’. Please be sure to NOT participate and encourage others to avoid participation as well. The problem with opening yourself up to demonic activity is that it opens a window of possibilities which is not easily closed.”
As both a psychologist and a father of three adolescents, I have yet to see any evidence that the playing of such games does any psychological harm although it’s not an activity that I would actively encourage either. As a teenager and as a university student I playfully engaged in séances and at one party used a Ouija board and it never did me any harm. Some may even argue that such activities are ‘character building’. However, there may be children and adolescents of a more sensitive disposition where such games might have a more long-lasting negative detrimental effect. The truth of the matter is that we simply have no idea about what effects of playing games like the ‘Charlie Charlie Challenge’ have on the psyche or behaviour.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Hess, J.P. (2010). The psychology of scary movies. Filmmaker IQ. Located at: http://filmmakeriq.com/lessons/the-psychology-of-scary-movies/
Hoekstra, S. J., Harris, R. J., & Helmick, A. L. (1999). Autobiographical memories about the experience of seeing frightening movies in childhood. Media Psychology, 1, 117-140.
Johnston, D.D. (1995). Adolescents’ motivations for viewing graphic horror. Human Communication Research, 21(4), 522-552.
O’Brien, L. (2013). The curious appeal of horror movies: Why do we like to feel scared? IGN, September 9. Located at: http://uk.ign.com/articles/2013/09/09/the-curious-appeal-of-horror-movies
Cell growth: A brief look at mobile sports betting
It is often claimed by marketeers that remote gambling makes commercial sense (i.e., the combining of gambling and remote technologies such as the internet and mobile phones into one convenient package). Mobile phone betting and gambling not only provides convenience and flexibility, but perhaps more importantly from a gaming operator’s perspective, provides gambling on the move, whenever and wherever. Since it is somewhat unnatural to always be near a computer, it could be argued that mobile phones are an ideal medium for betting and gambling. Whenever gamblers have a few minutes to spare (at the airport, commuting to work, waiting in a queue, etc.), they can occupy themselves by gambling.
Conventional wisdom says that two things have the power to drive any new consumer technology – pornography and gambling. These activities helped satellite and cable television, video, and the Internet and provide adult entertainment in a convenient and guilt-free environment. Betting via mobile phone is no different. Along with pornography, gambling should have little trouble reaching profitability – especially if this is combined with sports events. Sports interest is huge. There are thousands of communities (including those online). The most successful of those communities will look to ‘mobilize’ and then ‘monetize’.
The mobile phone industry has grown rapidly in the last decade. Market research highlights that mobile phone revenues from mobile gambling and gaming is increasingly rapidly. Although mobile gaming revenues are increasing, it is estimated that less than 2% of mobile industry revenue is generated by gaming and gambling. It is generally thought that lottery gambling will make most money for mobile gambling operators because governments are generally less censorious about lotteries than other forms of gambling. They are also easy to play and relatively low cost compared to other types of gambling.
To some extent, the majority of gamblers are risk-takers to begin with. Therefore, they may be less cautious with new forms of technology. For every day gamblers, mobile phones are ideal for bet placing, and gamblers will be able to check on their bets, and place new ones. Furthermore, it is anonymous, and can provide immediate gratification, anytime, anywhere. Anonymity and secrecy may be potential benefits of mobile gambling as for a lot of people there is still stigma attached to gambling in places like betting shops and casinos. Mobile sports betting is also well suited to personal (i.e., one-to-one) gambling, where users bet against each other rather than bookies. Online betting exchanges demonstrate that people bet on anything and everything to do with sport (with each other).
Although mobile phone technology has improved exponentially over the last decade, it is unlikely that mobile phone graphics and technology will ever truly compete with Internet web browsers (although I am happy to be proved wrong). Intuitively, mobile phone gambling is best suited for sports and event betting. With mobile phone betting, all that is required is real-time access to data about the event to be bet on (e.g., a horse race, a football match), and the ability to make a bet in a timely fashion.
These basic requirements are, of course, easily be provided by the current generation of mobile phones, and the appropriate software. The placing of the bet is not the driving motivation in event wagering. Since being the spectator is what sports fans are really interested in, the sports gambler does not need fulfillment from the process of gambling. People betting on sports will use mobile phones because they are easy, convenient and take no time to boot up. Once they have their sports book registered as a bookmark on their phone, they can access it and place a bet within a very short space of time.
As I have noted in previous blogs, all forms of gambling lie on a chance-skill dimension. Neither games of pure skill nor games of pure chance are particularly attractive to sports bettors. Games of chance (like lotteries) offer no significant edge to sports bettors and are unlikely to be gambled upon. Serious punters gravitate towards types of gambling that provide an appropriate mix of chance and skill. This is one of the reasons why sports betting – and in particular activities like horse race betting – is so popular for gamblers. The edge available in horse race gambling can be sufficient to fully support professional gamblers as they bring their wide range of knowledge to the activity. There is the complex interplay of factors that contributes to the final outcome of the race. However, in the mobile sports betting market, it is likely to be football that will make the big money for sports betting agencies.
Consider the following scenario. A betting service that knows where you are and/or what you are doing has the capacity to suggest something context-related to the mobile user to bet on. For instance, if the mobile phone user bought a ticket for a soccer match using an electronic service, this service may share this information with a betting company. If in that match the referee gives a penalty for one team, a person’s mobile could ring and give the user an opportunity (on screen) to bet whether or not the penalty will be scored. On this type of service, the mobile phone user will only have to decide if they want to bet, and if they do, the amount of money. Two clicks and the bet will be placed. Context, timeliness, simplicity, and above all user involvement look like enough to convince also people that never entered a bet-shop.
Many football clubs are turning themselves into powerful media companies. They have their own digital TV channel and signed up a host of big-name technology partners. Such companies will get the chance to develop co-branded mobile services with the club. This offers users access to content similar to their website (receiving real-time scores and team news via SMS). While watching matches, users will be able to view statistics, player biographies, and order merchandise. Such mobility will facilitate an increase in ‘personalized’ gambling where bettors gamble against each other, rather than the house.
Gambling will (if it is not already) become part of the match day experience. A typical scenario might involve a £10 bet with a friend on a weekend football match. The gambler can text their friend via SMS and log on to the betting service to make their gamble. If the friend accepts, the gambler has got the chance to win (or lose). Football clubs will get a share of the profits from the service. Clubs are keen to get fans using branded mobile devices where they can simply hit a ‘bet’ button and place a wager with the club’s mobile phone partner.
As with all new forms of technological gambling, ease of use is paramount to success. Mobile phones have become more user-friendly. Pricing structures are also important. Internet access and mobile phone use that is paid for by the minute produces very different customer behavior to those that have one off payment fees (e.g., unlimited use and access for a monthly rental fee). The latter payment structure facilitates leisure use, as punters would not be worried that for every extra minute they are online, they are increasing the size of their phone bills. For me, mobile sports betting is where the future of mobile gambling is likely to be.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2004). Mobile phone gambling: preparing for take off. World Online Gambling Law Report, 8(3), 6-7.
Griffiths, M.D. (2005). The psychosocial impact of mobile phone gambling. World Online Gambling Law Report, 4 (10), 14-15.
Griffiths, M.D. (2010). The psychology of sports betting: What should affiliates know? i-Gaming Business Affiliate, August/September, 46-47.
Griffiths, M.D. (2011). Mobile sportsbetting: A view from the social sciences. i-Gaming Business, 69, 64-65.
Griffiths, M.D. (2011). Technological trends remote gambling: A psychological perspective. i-Gaming Business, 71, 39-40.
Griffiths, M.D. (2013). Adolescent mobile phone addiction: A cause for concern? Education and Health, 31, 76-78.
Griffiths, M.D. (2007). Mobile phone gambling. In D. Taniar (Ed.), Encyclopedia of Mobile Computing and Commerce (pp.553-556). Pennsylvania: Information Science Reference.
Net calls: Is online gambling regulation a help or hindrance?
Online gambling regulation is a hot topic and many online gambling operators are wondering what the effect of increased (and arguably stricter) legislative measures will have on the online gambling market. Based on the studies that our research unit has carried out, I would guess that overall it is good news for the industry as I believe this will lead to an increased uptake by those people who are somewhat sceptical or agnostic about online gaming. So why do I think this?
Despite the increase in online gambling research over the last ten years, there has been very little empirical research examining why people gamble online or – just as importantly – why they don’t gamble online. Because there is so little research in this area, Dr Abby McCormack and I published a study in the International Journal of Mental Health and Addiction with adult online and offline gamblers examining the motivating and inhibiting factors in online gambling.
Our findings on the inhibiting factors of online gambling identified one major overarching theme as to what people don’t like about gambling online. In a nutshell, gamblers said that the authenticity of gambling was reduced when gambling online. However, many online gaming operators have now introduced more ‘realistic’ live gaming experiences (e.g., via webcams) so this may diminish over time. However, we also identified other online gaming inhibitors (i.e., the asocial nature and characteristics of the internet, the reduced psychological value of gambling with virtual money, and concerns about the safety of online gambling websites and their trustworthiness). These factors all contributed to the reduced authenticity of the online gambling experience.
Issues around website security, safety and trust, were all major inhibitors that decreased the likelihood of punters gambling online. Predictably, we found that online gamblers were much more likely than the offline gamblers and non-gamblers to believe that the gambling websites were secure. However, there was a perception that some websites were considered more trustworthy than others, and consequently the gamblers generally played on well known sites (e.g., companies that were well established offline).
So what are the implications of these findings for stricter online gaming regulation? From a psychological perspective, research on how and why people access commercial websites indicates that one of the most important factors is trust. If people know and trust the name, they are more likely to use that service. Reliability of the service provider is also a related key factor. Stricter regulation is likely to increase consumer confidence if they feel more protected when they perceive the service to be unfair and/or goes wrong. It is likely to change sceptical gamblers’ perceptions about the reliability and trustworthiness of online gaming operators for the better (no pun intended!).
Even with increased protective legislation, research shows that some punters will always have concerns about Internet security and may never be happy about putting their personal details online. But this mistrust will diminish over the long-term as the ‘screenagers’ of today (the so-called ‘digital natives’) are the potential gamblers of tomorrow. Digital natives generally have more positive attitudes towards online commercial operations. Today’s children and younger adolescents have never known a world without the Internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and are very trusting of these new technologies. For many ‘screenagers’, their first gambling experiences may come not in a traditional offline environment but via the Internet, mobile phone or interactive television. Stricter regulation may not even be an issue for tomorrow’s gamblers as they are already accessing a myriad of online services and are highly trusting of such services.
Despite the lack of trust by some players, the online gaming industry shouldn’t be too worried about stricter regulation. The prevalence of online gambling is steadily increasing and there are lots of reasons why some punters prefer online to offline gambling. Our research findings indicate that those who prefer online (to offline) gambling like the increased convenience, the greater value for money, the greater variety of games, and the anonymity.
Furthermore, online gambling has many advantages for punters as it saves time because they don’t have to travel anywhere, they are not restricted by opening hours, and they can gamble from the comfort of their own home. The removal of unnecessary time consumption (e.g., travelling to a gambling venue) through online gambling is another barrier to gambling participation that had been removed. Increased regulation is highly unlikely to change any of these important motivating factors for gambling online.
Finally, compared to offline gamblers, our research also indicates that online gamblers are more likely to be male, young adults, single, have good qualifications, and in professional and managerial employment. Given this particular demographic profile, this group appears to be highly educated, and are likely to make well informed decisions to gamble online based on due consideration of the facts at hand. Again, stricter regulation is something that is likely to strengthen the decision to gamble rather than inhibit it.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2009). Socio-demographic correlates of internet gambling: findings from the 2007 British Gambling Prevalence Survey. CyberPsychology and Behavior, 12, 199-202.
Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2011). Internet gambling, health. Smoking and alcohol use: Findings from the 2007 British Gambling Prevalence Survey. International Journal of Mental Health and Addiction, 9, 1-11.
McCormack. A. & Griffiths, M.D. (2012). Motivating and inhibiting factors in online gambling behaviour: A grounded theory study. International Journal of Mental Health and Addiction, 10, 39-53.
McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, 10, 243-257.
McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.
McCormack, A., Shorter, G. & Griffiths, M.D. (2013). An examination of participation in online gambling activities and the relationship with problem gambling. Journal of Behavioral Addictions, 2(1), 31-41.
McCormack, A., Shorter, G. & Griffiths, M.D. (2013). Characteristics and predictors of problem gambling on the internet. International Journal of Mental Health and Addiction, 11, 634-657.
Parke, A. & Griffiths, M.D. (2011). Poker gambling virtual communities: The use of Computer-Mediated Communication to develop cognitive poker gambling skills. International Journal of Cyber Behavior, Psychology and Learning, 1(2), 31-44.
Parke, A. & Griffiths, M.D. (2011). Effects on gambling behaviour of developments in information technology: A grounded theoretical framework. International Journal of Cyber Behaviour, Psychology and Learning, 1(4), 36-48.
Parke, A. & Griffiths, M.D. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20, 250-260.
Wardle, H., Moody, A., Griffiths, M.D., Orford, J. & and Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British Gambling Prevalence Survey 2010. International Gambling Studies, 11, 339-356.
Distraction plans: Excessive smartphone use and pain perception
In a previous blog I outlined many physical syndromes that had been reported in the 1980s medical literature, a number of which related to excessive video game playing. This included ‘Space Invader’s Wrist’ (published in the New England Journal of Medicine), ‘Pseudovideoma’ (Journal of Hand Surgery), ‘Pac-Man Phalanx’ (Arthritis and Rheumatism) and ‘Joystick Digit’ (Journal of the American Medical Association). More recently, other new medical complaints have been reported related to excessive mobile phone use including a report of ‘Blackberry thumb’ in a 2013 issue of the Canadian Medical Association Journal.
Earlier this month saw the publication of a case report involving a tendon rupture in a man excessively playing a video game on his smartphone. The report appeared in JAMA Internal Medicine by Dr. Andrew Doan and his colleagues (the same Dr. Doan that reported a case study of someone “addicted” to Google Glass that I examined in a previous blog). The authors of the latest report wrote:
“We describe a patient with rupture of the extensor pollicis longus tendon associated with excessive video game play on his smartphone. A 29-year-old, right hand–dominant man presented with chronic left thumb pain and loss of active motion. Before the onset of symptoms, he reported playing a video game on his smartphone all day for 6 to 8 weeks. He played with his left hand while using his right hand for other tasks, stating that ‘playing was a kind of secondary thing, but it was constantly on.’ When playing the video game, the patient reported that he felt no pain. He reported no injuries or prior operations to either hand. He denied a history of inflammatory arthritis, quinolone use, or other predisposing medical condition for ten-don rupture. On physical examination, the left extensor pollicis longus tendon was not palpable, and no tendon motion was noted with wrist tenodesis. The thumb metacarpophalangeal range of motion was 10° to 80°, and thumb interphalangeal range of motion was 30° to 70°. The findings on physical examination of the patient’s right hand were unremarkable. The clinical diagnosis was rupture of the left extensor pollicis longus tendon. A magnetic resonance imaging study of his left hand revealed tendon attenuation and rupture of the tendon. Radiographic studies of the wrist found no bone spurs or prior or current fractures. The patient subsequently underwent an extensor indicis proprius (1 of 2 tendons that extend the index finger) to extensor pollicis longus tendon transfer. During surgery, rupture of the extensor pollicis longus tendon was seen between the metacarpophalangeal and wrist joints”
One of the things that I found interesting was that despite the tendon rupture, when the man was actually playing the game, he felt no pain. This is something I know only too well from personal experience. Unfortunately, I have a chronic and degenerative spinal complaint (herniated discs in my neck) but I feel no pain whatsoever when I am cognitively distracted. I find that work is a much better analgesic than dihydrocodeine (i.e., when I am working I feel no pain whatsoever). However, playing video games come a close second as when I am engaged in video game playing (even on simple casual games), the fact that it takes up all my cognitive resources means that I don’t feel any pain. This is nothing new and many medics are aware of the therapeutic benefits of gaming. There are now many studies showing that children undergoing chemotherapy need much less pain relief if they play video games after their treatment compared to children that don’t play video games. (In fact I’ve written a number of papers and book chapters on ‘video game therapy’ – see ‘Further reading’ below). This case report then went on to say:
“Video games suppress pain perception in pediatric patients and during burn treatments. Visual distraction and neuroendocrine hypothalamic-pituitary-adrenal arousal provide a plausible explanation for why the patient did not feel pain from his injury. Without the expected physiologic negative pain feedback, excessive gaming may have led to tendon attenuation and subsequent attritional rupture of the tendon. Attritional rupture at the midtendon differs from high- energy ruptures that occur where the tendon is thinnest or be- tween tendon and bone. Although this is only a single case report, research might consider whether video games have a role in clinical pain management and as nonpharmacologic alternatives during uncomfortable or painful medical procedures. They may also have a role in reducing stress. It may be interesting to ascertain whether various games differ in their ability to reduce the perception of pain…Research might also consider whether pain reduction is a reason some individuals play video games excessively, manifest addiction, or sustain injuries associated with video gaming”.
This conclusion does appear to suggest that the authors are unaware of the many hundreds of studies that have examined the therapeutic benefits of gaming (in fact there’s even an academic journal dedicated to such studies appropriately called the Games For Health Journal). As I have noted in a number of my writings about video gaming as a medical intervention for children:
- Videogames are likely to engage much of a person’s individual active attention because of the cognitive and motor activity required.
- Videogames allow the possibility to achieve sustained achievement because of the level of difficulty (i.e., challenge) of most games during extended play.
- Videogames appear to appeal most to adolescents.
Consequently, videogames have also been used in a number of studies as ‘distractor tasks’. This latest case report highlights the simultaneous potential positive and negatives of gaming within a single individual but also highlights the fact that video gaming is both mobile and spreading to many more types of hardware. I’m now wondering which medical team will be the first to write about a new medical syndrome relating to the new Apple Watch.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Behr, J.T. (1984). Pseudovideoma. Journal of Hand Surgery, 9(4), 613.
Gibofsky, A. (1983). Pac‐Man phalanx. Arthritis and Rheumatism, 26(1), 120.
Gilman, L., Cage, D.N., Horn, A. Bishop, F., Klam, W.P. & Doan, A.P. (2015). Tendon rupture associated with excessive smartphone gaming. JAMA Internal Medicine, doi:10.1001/jamainternmed.2015.0753
Griffiths, M.D. (2003). The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8, 547-554.
Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.
Griffiths, M.D. (2005). The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.
Griffiths, M. D., Kuss, D.J., & Ortiz de Gortari, A. (2013). Videogames as therapy: A review of the medical and psychological literature. In I. M. Miranda & M. M. Cruz-Cunha (Eds.), Handbook of research on ICTs for healthcare and social services: Developments and applications (pp.43-68). Pennsylvania: IGI Global.
McCowan, T.C. (1981). Space Invader’s wrist. New England Journal of Medicine, 304,1368.
Osterman, A. L., Weinberg, P., & Miller, G. (1987). Joystick digit. Journal of the American Medical Association, 257(6), 782.
O’Sullivan, B. (2013). Beyond BlackBerry thumb. CMAJ, 185, 185-186.
Soe, G.B., Gersten, L. M., Wilkins, J., Patzakis, M. J., & Harvey, J.P. (1987). Infection associated with joystick mimicking a spider bite. Western Journal of Medicine, 146(6), 748.
Yung, K., Eickhoff, E., Davis, D. L., Klam, W. P., & Doan, A. P. (2014). Internet Addiction Disorder and problematic use of Google Glass™ in patient treated at a residential substance abuse treatment program. Addictive Behaviors, http://dx.doi.org/10.1016/j.addbeh.2014.09.024.
The beast inside: What does your favourite animal say about you?
Every couple of months I get calls from the media asking me to comment on what some particular aspect or preference of human behaviour says about someone’s personality and/or demeanour. Most recently, I appeared on my local radio station (BBC Radio Nottingham) being interviewed about men’s and women’s favourite animals. The ‘hook’ of the story was a survey carried out by the polling organization YouGov on 190,000 people. The story appeared in the Daily Telegraph with the headline ‘Men identify with lobsters, women with miniature pigs’:
“Asked to pick the most stereotypically ‘manly’ of animals, we might opt for a shark, bear or bull. But a new poll by YouGov has found that lobsters may be the manliest animal of them all. The survey of 190,000 people asked respondents to name their favourite animal. The results were then broken down along gender lines. The animal which was most favoured by men compared to women was the lobster, followed by the alligator and stickleback fish. Meanwhile, miniature pigs, cats and ponies were disproportionately favoured by women. Completing the ‘masculine’ top ten were sharks, eagles, octopuses, ants, narwhals, scorpions and spiders. The next most ‘feminine’ animals were donkeys, chinchillas, pandas, rabbits, guinea pigs, zebras and – perhaps the most bizarre feature of this already bizarre survey – African pygmy hedgehogs. ‘In general, men are more likely to have sympathy for heroic, aggressive or creepy animals while women are more likely to prefer the cute, beautiful and exotic types,’ a researcher from YouGov wrote. He also noted that there were no mammals in the most typically male animals, while every animal in the women’s top 20 was a mammal, apart from the penguin and butterfly. The results were deemed ‘statistically significant’, with the full breakdown of preferred animals by gender available here”.
The DJ that interviewed me hadn’t realised that the poll wasn’t about male and female ‘top 10’ favourite animals but was actually about the top differences between men and women’s favourite animals. Although the interview was enjoyable it had no scientific value whatsoever – so why did I do it? Well, I think the main reason was to please my university’s Press Office, but also in the back of my mind was a little exercise that one of my psychology lecturers made us do in a tutorial 30 years ago.
We were asked to name our three favourite animals and then to write three adjectives to describe the animals we had chosen. I chose the coelacanth* (rare, long-living, unchanging), the South American condor (high-flying, distinctive, endangered), and the duck-billed platypus (unique, nature-defying, electro-sensitive) – thankfully I was able to check my 1985 diary to check what adjectives I had used all those years ago. We were then told by our lecturer that: (i) our first choice represented how we think we are, (ii) the second choice represented how we think other people perceive us, and (iii) the third represented how we really are. Given that I am sharing it here, gives you an indication that I wasn’t overly unhappy with the outcome (and I’d like to think there is some truth in the insight given the adjectives I chose at the time – but that’s more to do with wishful thinking than science).
At best, these kinds of ‘personality insights’ are little more than pop psychology (although arguably fun to do). Arguably the most well-known ‘animal personality test’ can be found in Roy Feinson’s 1998 book The Animal In You: Discover Your Animal Type and Unlock the Secrets of Your Personality (and you can also check out the Animal In You website). According to the website:
“Are you a wolf, rugged and misunderstood, or more like the introspective mole? Take the Animal In You personality test and find out! To identify the animal that best matches you simply answer the questions as honestly as you can. For even more accurate results, you might want to get ratings from people that know you well or have them take the test for you! This test is based on the best selling book The Animal in You by Roy Feinson, which explores how biological and social pressure conspire to form our personalities. If you find it to be uncannily accurate, it’s due to the test’s sophisticated algorithms. When you’ve entered your personal data, the test will build a mathematical model that corresponds to your unique personality, match it to our database of animal profiles and choose the ones closest to you. Though you may have one or two other possible results, remember that each person properly matches only one animal personality”.
I have to admit that I have not personally taken the test myself, but I don’t see that much difference between this type of test and those that you find in astrology books. I have a little more faith in the Myers-Briggs Test (MBT; developed by Katharine Briggs and her daughter Isabel Myers) that is not a test of animal personality per se but has been extrapolated into animal personality types. The MBT draws on the theories of Carl Jung who theorized that there are four principal psychological functions by which humans experience the world: sensation, intuition, feeling, and thinking. In the MBT, these dichotomies (as outlined by the online article ‘What’s your animal personality type?’) are:
- Worldview: Extroversion (E) or Introversion (I) - i.e. would you rather play with your pals or hang out at home with a book?
- Information: Sensing (S) or Intuition (N) - i.e. when taking in something new, do you prefer to take it simply, at face value or interpret / add meaning based on your gut?
- Decisions: Thinking (T) or Feeling (F) – i.e. when making up your mind about something, do you primarily rely on logic and structure, or do you gravitate towards emotion and empathy?
- Structure: Judging (J) or Perceiving (P) – i.e. would you rather things in your life to be decided and set, or do you like to stay open to whatever options might come along?
Based on your scores on these four dimensions, your personality can (supposedly) be mapped onto one of the following animals: owl (INTP; ‘wise and clam’), fox (ESTP; ‘subtle and opportunistic’), sloth (ISFP; ‘harmless and sensitive’), lion (ENTJ; ‘king of the jungle’), deer (ISFJ; ‘territorial and protective’), octopus (INTJ; ‘solitary hunter’), cat (ISTP; ‘secret and unpredictable’), otter (ESFP; ‘fun and entertaining’), wolf (INFJ; ‘rare and fascinating’), dolphin (ENFP; ‘spontaneous and creative’), honey bee (ESTJ; ‘strict and aggressive’), beaver (ISTJ; ‘slow but tough’), dog (ENFJ; ‘loyal and affectionate’), meerkat (INFP; ‘free spirited and kind’), parrot (ENTP; ‘charming and clever’), and elephant (ESFJ; ‘gentle and caring’). Finally, if you are interested in taking the test, you can do so here.
*The Wikipedia entry on coelacanths note they “constitute a now rare order of fish…They follow the oldest known living lineage of Sarcopterygii (lobe-finned fish and tetrapods), which means they are more closely related to lungfish, reptiles, and mammals, than to the common ray-finned fishes…Since there are only two species of coelacanth and both are threatened, it is the most endangered order of animals in the world. The West Indian Ocean coelacanth is a critically endangered species. Coelacanths were thought to have undergone extinction 66 million years ago…The first recorded coelacanth fossil, found in Australia, was of a jaw that dated back 360 million years…The fossil record is unique because coelacanth fossils were found 100 years before the first live specimen was identified. In 1938, Courtenay-Latimer rediscovered the first live specimen…caught off the coast of East London, South Africa. In 1997, a marine biologist on honeymoon discovered the second live species…in an Indonesian market”.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Barton, S.A. (2012). What’s your animal personality type? BuzzFeed, June 20. Located at: http://www.buzzfeed.com/summeranne/whats-your-animal-personality-type#.wtJJblrrQ
Dahlgreen, W. (2015). Lobsters for men, miniature pigs for women. YouGov UK, March 1. Located at: https://yougov.co.uk/news/2015/03/01/animals-gender/
Feinson, R. (1998). The Animal In You: Discover Your Animal Type and Unlock the Secrets of Your Personality. London: St. Martin’s Griffin.
Healthy Living Editors (2012). What animal matches your personality? Care2.com, October 21. Located at: http://www.care2.com/greenliving/whats-your-animal-personality.html
Merz, T. (2015). Men identify with lobsters, women with miniature pigs. Daily Telegraph, March 2. Located at: http://www.telegraph.co.uk/men/relationships/11444854/Men-identify-with-lobsters-women-with-miniature-pigs.html
Wikipedia (2015). Coelacanth. Located at: http://en.wikipedia.org/wiki/Coelacanth
Wikipedia (2015). Myers-Briggs Type Indicator. Located at: http://en.wikipedia.org/wiki/Myers–Briggs_Type_Indicator
Gamblers anonymous: The psychology of live online casino gambling
Over the last decade, my research unit has carried out an increasing amount of research into the psychology of online gambling. In some of our recent research interviewing online gamblers, offline gamblers and non-gamblers, we found that people who gambled online did so because of its (i) convenience, (ii) greater value for money, (iii) the greater variety of games, and (iv) anonymity. Perhaps more interestingly, were the inhibiting reasons that stopped people from wanting to gamble online in the first place. The main inhibiting reason that stopped people gambling online was that offline gamblers and non-gamblers said the authenticity of gambling was significantly reduced when gambling online. We also found a number of other inhibitors of online gambling including (i) the reduced realism, (ii) the asocial nature of the internet, (iii) the use of electronic money, and (iv) concerns about the safety of online gambling websites. The reduced authenticity and realism may help to explain why online live action casino games are seen as increasingly popular among some types of gamblers.
This empirical research also chimes with my own personal psychology of online gambling. One of the main reasons I don’t like gambling at Internet casinos is that I believe the majority of game outcome are likely to be pre-programmed and/or predetermined. To me, this is somewhat akin to playing with imaginary dice! Our empirical research findings also help explain the rise of live online casino gambling. Players not only want increased realism and authenticity, but still have the added advantages of online anonymity while playing.
In online live casino gaming, the anonymity of the Internet allows players to privately engage in gambling without the fear of stigma. This anonymity may also provide the gambler with a greater sense of perceived control over the content, tone, and nature of the online experience. Anonymity may also increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit particularly when losing as no-one will actually see the face of the loser. Anonymity may reduce social barriers to engaging in gambling, particularly those activities thought to be more skill-based gambling activities (such as poker or blackjack) that are relatively complex and often possess tacit social etiquette. The potential discomfort of committing a structural or social faux-pas in the gambling environment because of inexperience is minimized because the player’s identity remains concealed.
Furthermore, one of the main reasons why behaviour online is very different from offline is because it provides a ‘disinhibiting’ experience. One of the main consequences of disinhibition is that on the internet people lower their emotional guard and become much less restricted and inhibited in their actions.
The increase in online live casino gambling has happened alongside the rise of online betting exchanges – the type of online gambling where it could be argued that skill can – to some extent – be exercised. For gamblers, having a punt on live sporting events via betting exchanges is a psychologically safer option because punters know (or can check) who won a particular football or horse race. The playing of live action casino games via the Internet shares some of the psychological similarities of online betting exchanges.
The rise of live online gambling has been coupled with increasingly sophisticated gaming software, integrated e-cash systems, and increased realism (in the shape of “real” gambling via webcams, live remote wagering, and/or player and dealer avatars). These are all inter-linked facilitating factors. Another factor that I feel is really important in the rise of online gambling (including online live action casino games) is the inter-gambler competition. Obviously there is an overlap between competitiveness and skill but they are certainly not the same. What’s more recent research has suggested that being highly competitive may not necessarily be good for the gambler. For instance, Professor Howard Shaffer, a psychologist at Harvard University, claims that men are more likely to develop problematic gambling behaviour because of their conventionally high levels of aggression, impulsivity and competitiveness. Clearly, the idea of the competitiveness of the activity being one of the primary motivations to gamble is well supported.
Based on the fact that so little research has systematically examined the links between gambling and competitiveness, our research unit did some research into this area. We speculated that a gambler who is highly competitive will experience more arousal and stimulation, and be drawn to gambling as an outlet to release competitive instincts and drives. This is likely to occur more in activities like online poker and online live action casino games. Our research did indeed show that problem gamblers were significantly more likely than non-problem gamblers to be competitive.
Being highly competitive may help in explaining why in the face of sometimes negative and damaging financial consequences, gamblers persist in their habit. Psychological research in other areas has consistently shown that highly competitive individuals are more sensitive to social comparison with peers regarding their task performance. Applying this to a gambling situation, it is reasonable to suggest that competitive gamblers may be reluctant to stop gambling until they are in a positive state in relation to opposing gamblers, perhaps explaining why excessive gambling can sometimes occur.
Sociologists have speculated that factors of the human instinctual expressive needs, such as competition, can be temporarily satisfied when engaging in gambling activities. Evidence exists supporting gambling as an instrumental outlet for expressing competitive instinctual urges. The US sociologist Erving Goffman developed what he called the ‘deprivation-compensation’ theory to explain the relationship between gambling and competitiveness. He suggested that the stability of modern society no longer creates situations where competitive instincts are tested. Therefore, gambling is an artificial, self-imposed situation of instability that can be instrumental in creating an opportunity to test competitive capabilities. Again, online live action casino gambling is another gambling form that can facilitate such instinctive needs.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Goffman, I. (1972). Where the action is. In: Interaction Ritual (pp. 149–270). Allen Lane, London.
Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment. pp. 91-111. New York: Wiley.
Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? pp. 277-292. New York: Prometheus Books.
Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2009). Socio-demographic correlates of internet gambling: findings from the 2007 British Gambling Prevalence Survey. CyberPsychology and Behavior, 12, 199-202.
Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2011). Internet gambling, health. Smoking and alcohol use: Findings from the 2007 British Gambling Prevalence Survey. International Journal of Mental Health and Addiction, 9, 1-11.
Kuss, D. & Griffiths, M.D. (2012). Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753). Pennsylvania: IGI Global.
McCormack. A. & Griffiths, M.D. (2012). Motivating and inhibiting factors in online gambling behaviour: A grounded theory study. International Journal of Mental Health and Addiction, 10, 39-53.
McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.
McCormack, A., Shorter, G. & Griffiths, M.D. (2013). An examination of participation in online gambling activities and the relationship with problem gambling. Journal of Behavioral Addictions, 2(1), 31-41.
McCormack, A., Shorter, G. & Griffiths, M.D. (2013). Characteristics and predictors of problem gambling on the internet. International Journal of Mental Health and Addiction, 11, 634-657.
Wardle, H. & Griffiths, M.D. (2011). Defining the ‘online gambler’: The British perspective. World Online Gambling Law Report, 10(2), 12-13.
Wardle, H., Moody, A., Griffiths, M.D., Orford, J. & and Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British Gambling Prevalence Survey 2010. International Gambling Studies, 11, 339-356.
