Category Archives: Internet addiction
Screenage kicks: A brief look at children’s use of information technology
The following blog is an expanded version of an article that was published on my university website as one of the regular ‘Expert Opinion’ columns.
Last week week, a lot of media coverage was given to research on young children’s IT use carried out by the US pressure group Common Sense Media and electronic learning experts VTech. Based on a survey of 1,463 parents of children aged under eight years, it was reported that 38% of children aged under two years of age had used iPhones and/or Kindles for playing games or watching films. The study, called ‘Zero to Eight: Children’s Media Use in America, 2013’ also reported that (i) one in three young children use a mobile phone or tablet before they could talk, (ii) 29% of children started using electronic gadgets as toddlers, (iii) children aged under two years spent an average of 15 minutes a day using electronic gadgets, and that (iv) children aged between two and four years spent average of two hours a day watching television. Are these findings a cause for concern?
Over the last decade I have taken part in many radio debates about the influence of information technology on the lives of children. Typically, I am invited onto such programmes to inject a hint of caution along the lines that engaging with technology is OK for children and adolescents in moderation, but that excess involvement with all things electronic may have a downside. To me this seems little more than common sense. As I repeatedly say to people, I am certainly not anti-technology, but pro-responsible the use of it.
Most people will be aware that computers were first introduced into schools in the early-1980s. Since then, information technology has been steadily growing in importance in education rising from a minority option to a compulsory subject in the National Curriculum. Over the years I have watched as many national initiatives have attempted to get children acquainted with IT as early as possible.
No-one can deny that IT skills should be an important part of children’s educational development. However, there seem to be endless numbers of questions that we need to answer before proceeding at the current pace. For instance, should the seemingly growing emphasis on IT be continued at the expense of more traditional classroom learning experiences? Is the idea to increase the amount of classroom work done on computers going to breed a new generation of children who have forgotten how to hold a pen? Should we be introducing children to computers from the earliest age possible? Will computers ever replace teachers?
As a psychologist specializing in the effect of interactive technology in the lives of children, it still surprises me how late in my own life I was acquainted with modern technology. Back in 1982, I experienced my first taste of computers as a teenager playing Donkey Kong on my father’s Commodore 64. It wasn’t until I was 18 years of age and at university that I first did something educational on a computer. The fact that I do not feel I have been left behind in today’s technological generation suggests that children do not necessarily have to begin as young as possible to appreciate the educational benefits of IT (i.e. if I can catch up having not started until I was in my late teens, then there is no reason why others shouldn’t be able to do so).
There is no doubt that children’s day-to-day leisure habits have changed dramatically in the last 30 years. Today’s modern teenager may well have a television, CD player and computer game console in their bedroom and many have online access to the internet at home and at home via smartphones, tablets, and laptops. In essence, today’s teenagers live their lives in a multi-media world and are more “screenager” than teenager. What is the long-term effect of this change in children’s leisure behaviour? Over the last decade there have been countless independent research projects all claiming to give pointers as to the long-term effects of children spending more and more time in front of the screen. A decade ago, eminent psychologists (such as Philip Zimbardo) made the observation that there had been a dramatic increase in shyness rates, a doubling of children’s obesity levels, and that children were spending less time involved in physical activities (e.g. sports) than they used to. I cannot put all the blame for these observations at the door of IT developments, but I do think they play a contributory role.
There appears to be a movement that automatically views IT as the way forward on lots of things (particularly in education), and that the only way of self-betterment amongst our children is through increasing IT use. There is little good reason to assume that more always means better. It is my belief that children at school need an integrated balance between computer-assisted learning (including the development of IT skills), traditional learning methods (paper and pen, the three ‘R’s’ etc.), physical sporting activities, and enhancement of play and peer development. That is not to say that computers and the internet do not have their positive side. Even a quick think on the subject would indicate that computers can:
- Be fun and exciting providing an innovative way of learning
- Provide elements of interactivity that can stimulate learning
- Provide elements of curiosity and challenge which can be crucial to learning
- Equip children with state-of -the-art technology
- Help overcome techno-phobia (a condition well-known among many adults)
- Eliminate gender imbalance in IT use (males have traditionally tended to be more avid IT users)
- Help in the development of transferable IT skills
However, on the down side, (and the last thing I want to be is a kill-joy here) computers (including internet use) can in some cases:
- Be socially isolating (perhaps leading to increased shyness)
- Be socially limiting (perhaps leading to physical inactivity and obesity)
- Be time-consuming, engrossing, and in extreme cases addictive
- Provide easy accessibility to exploitative material (e.g. pornography)
- Provide easy accessibility to adult activities (e.g. internet gambling)
- Provide IT skills that quickly change or become obsolete
- Cause repetitive strain injuries
- Produce unintended “sloppiness” (i.e. computers can correct spelling and grammar)
As can be seen by the list of ‘negatives’, some of the problems are not from the IT medium itself but from what children can do in that medium (e.g., access pornography or gamble at virtual casinos on the internet). Both parents and teachers need to be aware of IT’s limitations and need to put safeguards in place to protect children from unwanted exposure to adult material.
To re-iterate and expand on what I said earlier, there needs to be integration between lots of different activities (not just IT), and there needs to be a balance between IT and traditional education so that they can combine to form a richer experience for the children of tomorrow. IT will continue to have a large impact in the lives of our children. What teachers and parents need to concentrate on is not what to learn but how to learn. This in itself will have an impact on both the role of teachers and the contribution that parents can make.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2010). Adolescent video game playing: Issues for the classroom. Education Today: Quarterly Journal of the College of Teachers, 60(4), 31-34.
Griffiths, M.D. (2010). Trends in technological advance: Implications for sedentary behaviour and obesity in screenagers. Education and Health, 28, 35-38.
Griffiths, M.D. (2013). Adolescent mobile phone addiction: A cause for concern? Education and Health, 31, 76-78.
Griffiths, M.D. (2013). Adolescent gambling via social networking sites: A brief overview. Education and Health, 31, 84-87.
Griffiths, M.D. & Kuss, D.J. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.
Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.
Kuss, D.J., van Rooij, A.J., Shorter, G.W., Griffiths, M.D. & van de Mheen, D. (2013). Internet addiction in adolescents: Prevalence and risk factors. Computers in Human Behavior, 29, 1987-1996.
Spekman,M.L.C., Konijn,E.A, Roelofsma,P.H.M.P. & Griffiths, M.D. (2013). Gaming addiction, definition, and measurement: A large-scale empirical study, Computers in Human Behavior, 29, 2150-2155.
Screen play ideas: A speculative look at trends in video game addiction
Gaming addiction has become a topic of increasing research interest. Over the last decade there has been a significant increase in the number of scientific studies examining various aspects of video game addiction. This has resulted in a wide-ranging selection of review papers focusing on different aspects of the topic. These include general literature reviews of video game addiction, reviews of online (as opposed to offline) gaming addiction, reviews of the main methodological issues in studying video game addiction, reviews of structural characteristics and their relationship with video game addiction, reviews of video game addiction treatment, reviews of video game addiction and co-morbidity/convergence with other addictions such as gambling addiction and Internet addiction, and miscellaneous review papers on very specific aspects of video game addictions such as social responsibility, screening instruments, or reviews refuting that video game addiction even exists.
Furthermore, the amount and the quality of research in the gaming addiction field has progressed much over the last decade but is still in its infancy compared to other more established behavioural addictions, such as pathological gambling. Today’s blog briefly provides a considered (and somewhat speculative) examination of what might happen in the gaming addiction field from a number of different standpoints (e.g., methodological, conceptual, technological). These are taken from a paper I recently published in Current Psychiatry Reviews with Dr. Daniel King (University of Adelaide, Australia) and Daria Kuss (Nottingham Trent University, UK). These trends were loosely modeled on a 2011 paper I wrote on the technological trends in gambling and published in Casino and Gaming International.
- There is likely to be an even bigger increase in empirical research into problematic video game playing and video game addiction. This will of course be dependent on both appropriate funding streams and/or whether gaming addiction ends up being included in future psychiatric disorder classifications (e.g., Diagnostic and Statistical Manual, International Classification of Diseases, etc.). Future research is likely to include more epidemiological and/or general population data on media use, leading to better insights into the onset and course of problematic video game play and addiction.
- Given the many different screening instruments that have been developed over the last decade, there is likely to be a refinement of video game addiction measures and greater consensus on its conceptualization, either as a single disorder and/or incorporated into other known disorders (e.g., impulse control disorder). This is also likely to lead to improved assessment tools based on such conceptualization(s).
- Measures of gaming use and subsequent behaviour are likely to diversify in terms of media use, including social networking sites (SNS) and associated Internet resources. Already, games such as Call of Duty and Battlefield 3 are being released with their own SNS (e.g., COD Elite) that track player behaviour and provide feedback to players as to how to improve their game (thus functionally reinforcing video game play and thus have implications for excessive and/or potentially addictive play).
- Given the pressure on media enterprises to ‘monetize’ their business and look for different revenue streams, there is likely to be even greater media convergence between gaming and other more profit-making activities such as gambling. Given the well established addictive potential of gambling, this may also have implications for the incidence of video game addiction.
- Gaming on the move is likely to be a big growth area that may have implications for excessive gaming via ‘convenience’ hardware such as handheld gaming consoles, PDA devices, mobile phones, tablet computers, and MP3 players.
- Given the fact that the Internet is gender-neutral, there is likely to be increasing feminization of gaming where increasing numbers of females not only engage in the playing of online games, but also develop problems as a result. Casual gaming online is already popular among females. However, the biggest difference between male and female gaming is likely to be content-based (e.g., males may prefer competitive type gaming experiences whereas females may prefer co-operative type gaming experiences).
- Given the increasing number of research teams in the gambling field being given direct access to gambling companies behavioural tracking data, there is likely to be an increasing number of such collaborations in the gaming studies field.
- Given the increased importance of additional research into the structural and situational characteristics of consumptive behaviours (e.g., smoking nicotine, drinking alcohol, gambling, etc.), it is likely that research on design features within games and their psychological impact (including potential addiction) will increase as well. Such research has already begun (including quite a few studies by our gaming research unit).
- As the diagnosis of video game addiction becomes more legitimate in psychiatric and medical circles, it will lead to better randomized control trials on interventions for problematic video game play than the ones already carried out. There is also likely to be an increase in the online medium itself being used as a treatment channel. The reasons that people like to engage in some online leisure activities (i.e., the fact that the online environment is non-face-to-face, convenient, accessible, affordable, anonymous, non-threatening, non-alienating, non-stigmatizing, etc.) may also be the very same reasons why people would want to seek advice, help and treatment online rather than in face-to-face situations.
Based on our review paper there are several noticeable trends that can be drawn from our recent reviews of problematic video game play and video game addiction.
- There has been a significant increase in empirical research decade by decade since the early 1980s.
- There has been a noticeable (and arguably strategic) shift in researching the mode of video game play. In the 1980s, research mainly concerned ‘pay-to-play’ arcade video games. In the 1990s, research mainly concerned stand alone (offline) video games played at home on consoles, PCs or handheld devices. In the 2000s, research mainly concerned online massively multiplayer video games.
- There has been a noticeable shift in how data are collected. Up until the early 2000s, data about video game behaviour was typically collected face-to-face, whereas contemporary studies collect data online, strategically targeting online forums where gamers are known to (virtually) congregate. These samples are typically self-selecting and (by default) unrepresentative of the general population. Therefore, generalization is almost always one of the methodological shortcomings of this data collection approach.
- Survey study sample sizes have generally increased. In the 1980s and 1990s, sample sizes were typically in the low hundreds. In the 2000s, sample sizes in their thousands – even if unrepresentative – are not uncommon.
- There has been a diversification in the way data are collected including experiments, physiological investigations, secondary analysis of existing data (such as that collected from online forums), and behavioural tracking studies.
- There has been increased research on adult (i.e., non-child and non-adolescent) samples reflecting the fact that the demographics of gaming have changed.
- There has been increasing sophistication in relation to issues concerning assessment and measurement of problematic video game play and video game addiction. In the last few years, instruments have been developed that have more robust psychometric properties in terms of reliability and validity. However, there are still some concerns as many of the most widely used screening instruments were adapted from adult screens and much of the video game literature has examined children and adolescents. In other papers I have co-written with Dr. King, we have asserted that to enable future advances in the development and testing of interventions for video game-related problems, there must be some consensus among clinicians and researchers as to the precise classification of these problems. (In fact, we’ve just had a major review paper accepted on assessing video game addiction in Clinical Psychology Review which I examined in a previous blog).
Clearly, there exist a number of gaps in current understanding of problematic video game play and video game addiction. There is a need for epidemiological research to determine the incidence and prevalence of clinically significant problems associated with video game play in the broader population. There are too few clinical studies that describe the unique features and symptoms of problematic video game play and/or video game addiction. While the current empirical base is relatively small, gaming addiction has become a more mainstream area for psychological and psychiatric research and is likely to become an area of significant importance given the widespread popularity of gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Daria Kuss and Daniel King
Further reading
Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.
Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.
Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2009). The psychological study of video game players: Methodological challenges and practical advice. International Journal of Mental Health and Addiction, 7, 555-562.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90-106.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The role of structural characteristics in problem video game playing: A review. Cyberpsychology: Journal of Psychosocial Research on Cyberspace. Located at: http://www.cyberpsychology.eu/view.php?cisloclanku=2010041401&article=6.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Cognitive behavioural therapy for problematic video game players: Conceptual considerations and practice issues. Journal of CyberTherapy and Rehabilitstion, 3, 261-273.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2012). Clinical interventions for technology-based problems: Excessive Internet and video game use. Journal of Cognitive Psychotherapy: An International Quarterly, 26, 43-56.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.
King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S. &, Griffiths, M.D. (2013). Psychometric assessment of pathological video-gaming: A systematic review. Clinical Psychology Review, 33, 331-342.
