Category Archives: Online gaming

Blocked-in syndrome: Another look at Game Transfer Phenomena

Back in the early 1990s, I used to play the video game Tetris on my handheld Nintendo Game Boy. Although I say so myself, I was a really good player and I used to play for hours every day. When I went to bed I would see falling blocks as I closed my eyes. I often experienced the same thing when waking up. What I didn’t realise was that many other gamers experienced this too and that it had a name – ‘The Tetris Effect’. According to Wikipedia,the Tetris effect occurs when people devote so much time and attention to an activity that it begins to pattern their thoughts, mental images, and dreams.”

In the late 1980s I started researching into the area of video game addiction. One of the papers I cited a lot in my early research concerning the side effects of excessive playing was a 1993 case study published in the Irish Journal of Psychological Medicine by Dr. Sean Spence. Dr. Spence reported the case of a female video game player who was diagnosed as suffering from persecutory delusions, exhibiting violent behaviour, and experiencing constant imaginary auditory hallucinations triggered by the music of the Super Mario Brothers video game. This case study and the Tetris effect are both examples of what I and my research colleague Angelica Ortiz de Gortari call ‘game transfer phenomena’ (GTP).

These phenomena tend to occur when video game players become so immersed in their gaming that when they stop playing, they sometimes transfer some of their virtual gaming experiences to the real world. These phenomena can occur both visually and aurally as well is in the form of unconscious bodily movements.

We have been researching GTP for a number of years and our first published study in 2011 made worldwide news. Some of the press coverage was both sensationalist (“Gamers can’t tell real world from fantasy, say researchers) and misleading (“How video games blur real life boundaries and prompt thoughts of violent solutions to players’ problems) and angered some of the gaming community. Our first published study in the International Journal of Cyber Behavior, Psychology and Learning was an exploratory study in which 42 gamers were interviewed. Although the sample was small, we reported that all our participants had, at some point, experienced some type of involuntary sensations, thoughts, actions and/or reflexes in relation to videogames when not playing them. For instance, one gamer reported witnessing a mathematics equation appearing in a bubble above his teacher’s head while another reported health bars hovering over football players from a rival team. However, this didn’t stop some of the press coverage being derogatory (Unscientific survey of 42 gamers concludes video games interfere with perceptions of reality).

Since then we have published three more studies from a self-selected dataset of over 1,600 gamers’ experiences (all of who had experienced some form of GTP) in various academic journals (International Journal of Human Computer Interaction; International Journal of Mental Health and Addiction; International Journal of Cyber Behavior, Psychology and Learning). Our findings have shown that some gamers (i) are unable to stop thinking about the game, (ii) expect that something from the game will happen in real life, (iii) display confusion between video game events and real life events, (iv) have impulses to perform something as in the video game, (v) have verbal outbursts, and (vi) experience voluntary and involuntary behaviours.

While some gamers qualify their experiences as funny, amusing, or even normal, others said they got surprised, felt worried, embarrassed and their experiences were a reason to quit playing. Based on our research so far, Game Transfer Phenomena appear to be commonplace among excessive gamers but the good news is that most of these phenomena are short-lasting, temporary, and appear to resolve of their own accord.

Despite instances of GTP elsewhere in the psychological and medical literature, we argue that there are important reasons for not using the ‘Tetris effect’ concept when studying game transfer effects. Among the most important are that: (i) the Tetris effect definition is very broad and does not emphasize the importance of the association between real life stimulus and video game elements as a trigger of some of the transfer experiences, (ii) it does not make a clear distinction between sensorial modalities in the game transfer experiences or talk about players’ experiences across sensorial modalities (e.g., hearing a sound and visualizing a video game element), and (iii) the name itself is inspired by a one specific stereotypical puzzle game (i.e., Tetris). This simple name indicates that it is repetition that triggers the transfer effects but there are other factors involved in game transfer experiences. Furthermore, modern video games use more than abstract shapes and offer more flexible scenarios compared to Tetris and similar games.

Our latest study that surveyed over 2,500 gamers is currently being analysed but preliminary results indicate that game transfer phenomena appear to be common among players – especially those that play heavily. It could be that some gamers are more susceptible than others to experience GTP. Although for many gamers the effects of these experiences appear to be short lived, our research also shows that some gamers experience them recurrently. More research is needed to understand the cognitive and psychological implications of GTP. Our studies to date show there is a need to investigate neural adaptations and after-effects induced by video game playing as a way of encouraging healthy and safe video game playing.

Note: This blog is an extended version of an article first published in The Conversation

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

Further reading

Gackenbach, J.I (2008). Video game play and consciouness development: A transpersonal perspective. Journal of Transpersonal Psychology, 40(1), 60-87.

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.

Ortiz de Gotari, A., Aronnson, 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). 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.

Parfitt, B. (2011). Metro “can’t tell real world from fantasy”. MCV. September 21. Located at: http://www.mcvuk.com/news/read/metro-can-t-tell-real-world-from-fantasy/085065

Purchase, R. (2011). Prof clarifies Game Transfer Phenomena. Eurogamer.net. September 21. Located at: http://www.eurogamer.net/articles/2011-09-21-game-transfer-phenomena-authors-defence

Spence, S.A. (1993). Nintendo hallucinations: A new phenomenological entity. Irish Journal of Psychological Medicine, 10, 98-99.

The Tetris Effect. Located at: http://en.wikipedia.org/wiki/Tetris_effect

Play to win: A brief look at competitive video gaming

To date, competitive gaming has not been widely researched or recognized in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organized and run by the gaming community, often for large monetary gains. Secondary benefits include the recognition and admiration of other gaming community members. Such tournaments are now often run by companies that host the events at large convention centers in major cities (e.g., New York City, Los Angeles, Seoul, etc.).

Despite three decades of worldwide growth in competitive gaming, little empirical investigation has catalogued these activities. Although empirical studies are lacking, studies have noted that competitive games now use Internet radio coverage with play-by-play commentaries, large-screen televised projections of game footage, sizeable live audiences, and cash prizes in the hundreds of thousands of dollars. For elite competitive gamers (i.e., professional gamers), the activity is a full-time job. Many games played competitively appear to demand high levels of sophistication in strategizing, planning, multi-tasking, and timing to master.

Academic studies have shown that certain competitive games, if used properly, can also promote prosocial behaviour and skill development. Furthermore, professional success in competitive gaming seemingly requires persistent practice and sophisticated skill sets. It is likely that these positive effects are more substantial than the effects of games played on a casual level. Numerous studies have demonstrated the benefits of gaming more generally in lieu of the positive effects of competitive gaming, particularly in relation to improved spatial cognitive benefits. Studies have also suggested that video games can provide an enriched medium for strategic problem solving. Other studies support the differences between novice and advanced levels of play in video games. For instance, research has demonstrated measurable differences between novice and expert game players, the latter group often demonstrating enhanced short-term memory, executive control/self-monitoring, pattern recognition, visual-spatial abilities (e.g., object rotation), and task-switching efficiency, along with more efficient problem-solving skills.      

Competitive gaming has the potential to change the dynamics and motivations of gaming. For instance, if a player can make a financial living and career from playing a video game, it becomes an occupation rather than a hobby. This raises interesting questions about the role of context in excessive gaming and potential addiction. Although there is ongoing scientific debate on the nature and extent of adverse consequences associated with excessive digital technology use, I have noted (in a 2010 issue of the International Journal of Mental Health and Addiction) that long hours of video game use alone do not indicate video game addiction (i.e., heavy use on its own is not a sufficient criterion for addiction). Therefore, in order to evaluate problematic video game use, researchers must consider possible negative consequences players are experiencing in their lives. When video game players are capable of financially supporting themselves from their play, this matter becomes more complex. For example, how would one categorize a professional video game player who was making over $100,000 per year playing video games, but was also experiencing social difficulties as a result of excessive video game use? This point is not meant to imply that a successful professional gamer is incapable of suffering pathological effects from game use, but rather to raise the distinct possibility that professional gamers will view their use as non-problematic due to the success they experience.

When it comes to competitive gaming, many players will play excessively and spend hours and hours every single day either practicing or competing. For many competitive gamers, their whole life is dominated by the activity and may impact on their relationships and family life. However, this does not necessarily mean they are addicted to playing the games because the excessive game playing is clearly a by-product of the activity being their job. However, it could perhaps be argued that they are addicted to their work (and in this case, their work comprises video game playing).

Workaholics have been conceptualized in different ways. For instance, in a 2011 review I published in The Psychologist, I noted that workaholics are typically viewed as one (or a combination) of the following. They are (i) viewed as hyper-performers, (ii) work as a way of stopping themselves thinking about their emotional and personal lives, and (iii) are over concerned with their work and neglect other areas of their lives. Some of these may indeed be applied to competitive gamers (particularly the reference to ‘hyper-performers’ and the fact that other areas of their lives may be neglected in pursuit of their ultimate goal). Some authors note that there is a behavioural component and a psychological component to workaholism. The behavioural component comprises working excessively hard (i.e., a high number of hours per day and/or week), whereas the psychological (dispositional) component comprises being obsessed with work (i.e., working compulsively and being unable to detach from work). Again, these behavioural and psychological components could potentially be applied to competitive gamers.

I have also noted that there are those who differentiate between positive and negative forms of workaholism. For instance, some (like myself) view workaholism as both a negative and complex process that eventually affects the person’s ability to function properly. In contrast, others highlight the workaholics who are totally achievement oriented and have perfectionist and compulsive-dependent traits. Here, the competitive gamer might be viewed as a more positive form of workaholism. Research appears to indicate there are a number of central characteristics of workaholics. In short, they typically: (i) spend a great deal of time in work activities, (ii) are preoccupied with work even when they are not working, (iii) work beyond what is reasonably expected from them to meet their job requirements, and (iv) spend more time working because of an inner compulsion, rather than because of any external factors. Again, some or all of these characteristics could be applied to competitive gamers.

Furthermore, competitive gaming is not the sole means by which proficient gamers can financially support themselves. Researchers (such as Dr. Edward Castranova) studying the economics of synthetic worlds (e.g., digital gaming environments) have observed that gamers also procure income by marketing virtual objects in Massively Multiplayer Online Role-Playing Games (MMORPGs). These digital objects often include avatars, or characters controlled by players that interact with gaming environments and other players. Each avatar has unique physical attributes and skills that a player may select, purchase, and/or develop over many hours of game play (e.g., the gradual enhancement strength, speed, weapon-wielding abilities, etc.).

As noted above, competitive gamers are likely to play for extended periods of time and sacrifice other areas of their lives if they have the potential to make a living from gaming. This single-minded dedication may become a problem for some players because the goal of becoming a professional gamer is often unrealistic. There are currently no precise figures relating to the number of competitive game players, but anecdotal evidence suggests that few professional gamers generate sufficient income to support themselves financially. Although viability may change in the future, at present, the great majority of competitive gamers have little chance of becoming successful and financially independent professionals. For this reason (i.e., the motivation to become a professional), competitive gamers may be more susceptible to excessive use than the average video game player. Additionally, even successful professional gamers are likely to play for extended periods of time, as playing less than eight hours each day could mean that they are not practicing enough compared to other professional players. Those who work with (and treat) problematic video game players should keep this factor in mind (especially given that excessive video game use may increase as competitive gaming receives more bona fide recognition as a possible career choice). 

Competitive gaming, as with video game playing more generally, has psychosocial advantages and disadvantages and is thus an important area to consider when evaluating gaming as a whole. It may be critical to include questions about competitive gaming (and context more generally) in measures evaluating the degree, extent, and “addictive” potential of video game use. Furthermore, it would appear essential for psychologists to inquire about competitive gaming in a clinical interview during which a client reports playing video games. If clients turn out to be competitive gamers, this will likely distinguish them in many ways from a person who simply plays video games excessively for fun and/or escape.

Various approaches and strategies could be used to stimulate research into competitive gaming. For example, studies could compare the abilities of professional or high-level competitive gamers with everyday or far less experienced gamers to better understand (a) similarities and contrasts in capacities, and (b) whether skills transfer to other domains. Another possibility is to utilize case studies of highly successful professional gamers. Such in-depth studies can generate descriptive information that can help in formulating hypotheses about potential differences between these individuals and non-competitive gamers and lead to better informed and more rigorous empirical investigations. How and why are some competitive gamers able to succeed while so many other players try and fail? Are some of these characteristics and skills (e.g., persistence and speed of mental processing) similar to those seen in professional athletes or others who are extremely successful in their occupations?

Competitive gaming may offer numerous benefits that could be more pronounced than the positive effects found when games are played casually. It may also be problematic, as competitive gamers might be more likely to sacrifice other areas of their lives if they believe they can become professional players. Most importantly, those researchers in the gaming studies field might keep in mind that competitive and professional gamers are a distinct population and may differ considerably (both psychologically and/or behaviorally) from casual gamers.

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

Additional input: Kyle Faust and Joseph Meyer

Further reading

Andrews, G., & Murphy, K. (2006). Does video game playing improve executive functioning? In M. A. Vanchevsky (Ed.), Frontiers in: Cognitive psychology (pp. 145–161). Hauppauge, NY: Nova Science Publishers.

Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398.

Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago, IL: The University of Chicago Press.

Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media and Society, 11, 685–707.

Cheshire, T. (2011, July 4). Career gamers: Inside the world of modern professional gaming. Wired. Retrieved from http://www.wired.co.uk/magazine/archive/2011/07/features/career-gamers?page=all

Faust, K., Meyer, J. & Griffiths, M.D. (2013). Competitive gaming: The potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-76.

Goodale, G. (2003, August 8). Are video games a sport? They may not break a sweat, but these competitors say they are tomorrow’s athletes. The Christian Science Monitor. Retrieved from http://www.csmonitor.com/2003/0808/p13s01-alsp.html

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

Griffiths, M.D. (2011). Workaholism: A 21st century addiction. The Psychologist: Bulletin of the British Psychological Society, 24, 740-744.

Hong, J-C, & Liu, M-C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245–258.

Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games. New Media Society, 10, 851–869.

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

Lee, Y-H, & Lin, H. (2011). ‘Gaming is my work’: Identity work in internet-hobbyist game workers. Work Employment Society, 25, 451–467.

Reeves, S., Brown, B., & Laurier, E. (2009). Experts at play: Understanding skilled expertise. Games and Culture, 4, 205–227.

Press to play: Is gaming as addictive as heroin?

Please note: The following blog was first published earlier today on the GamaSutra website. The original article can be found here.

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Last week I appeared in loads of news stories following a double page spread in The Sun newspaper under the headline “Gaming as addictive as heroin”. Before the story went to press, I was asked by The Sun’s gaming editor – Lee Price – if I would provide a set of questions to help readers determine if they had a possible gaming addiction. (I’ve reproduced the ten questions at the end of this blog). I’ve written a number of articles for The Sun over the years and have always been happy to contribute to education concerning gaming issues. In fact, my previous article with The Sun was one published last year under the headline Video games make us better people”. The gaming editor shared some of the text he was planning to publish and I was asked if I would like to add anything to his main article. The text I submitted for inclusion in the article read:

“Gaming addiction has become a real issue for the psychologists and medics over the last decade. The good news is that playing excessively doesn’t necessarily mean someone is addicted – the difference between a healthy excessive enthusiasm and an addiction is that healthy enthusiasms add to life whereas addiction takes away from it”.

This quote I provided did not appear anywhere on the double-page spread (probably because it didn’t fit the main thrust of the article). The headline “Gaming as addictive as heroin” (almost certainly provided by someone other than the Gaming Editor) was arguably more sensationalist that the article itself. Any regular readers of my blog will know that I believe gaming addictions exist but that the number of gamers that are genuinely addicted comprises a small minority. The Sun’s story began by claiming that: “Britain is in the grip of a gaming addiction which poses as big a health risk as alcohol and drug abuse”. The article also alleged that a London-based clinic claimed it was receiving 5,000 calls a year from parents seeking help for their child’s gaming addiction (I myself get around 2-3 calls or emails a month). It also featured a number of case studies claiming they were addicted to social networking games (like Candy Crush) and online multiplayer games (like League of Legends). There were also a number of references to alleged gaming-related deaths including the recent story that a coroner had linked three male suicides to playing the game Call of Duty.

On the day The Sun article was published, I was contacted by a journalist from Eurogamer for my comments on the piece. The resulting article was basically my interview with the journalist (which then formed the basis of countless stories that appeared in the online gaming press including the Tech Times, The FixDigital Spy, Polygon, Kotaku, etc.). I was asked if I thought gaming was as addictive as heroin. I responded by saying:

“It depends how you define addiction in the first place. I’ve spent my whole career trying to say if you’re going to call something an addiction it has to be similar right across the board. The criteria I use for video game addiction would be exactly the same as in heroin addiction in the sense that this is an activity that becomes the most important thing in your life, it compromises everything else in your life including your relationship, work and hobbies. It’s something you use as a way of modifying your mood. It’s something that builds up tolerance over time, so you need more and more. It’s something where you get withdrawal symptoms if you’re unable to engage in it. And it’s something that if you do manage to give up for a short time when you do the activity again you relapse. The good news from my perspective is on those particular criteria, the number of genuine video game addicts is few and far between. If we’re talking about genuine video game addiction, it doesn’t matter what the activity is if we’re using the same criteria. It’s a bit like that trick question my physics teacher used to give us, which was, if you’ve got a ton of feathers and a ton of lead, which weighs heavier? Most kids put down a ton of feathers, but the whole point is it’s a ton. It’s quite clear that some, whether it’s kids or young adults, have some problems around the fact they seem to be unable to control the amount of time they spend gaming, and maybe it’s impacting other areas of their life. But just because there are some addictive-like components there it doesn’t mean they’re genuinely addicted”.

I also told the journalist that to be genuinely addicted to a behaviour (like gaming) that I would expect to see conflict in every area of the person’s life – their relationships, their work and/or education, their other social activities. The Sun also claimed that: “Britain is in the grip of a gaming addiction”. I was asked by Eurogamer whether I thought this to be the case and I said that in my view this was “incorrect”. I then went on to say:

“I’ve spent well over 25 years studying video game addiction. If we’re going to use the word ‘addiction’ we have to use the same concepts, signs and symptoms we find in other more traditional addictions, like withdrawal and tolerance. By doing that the number of people who end up being addicted by my criteria are actually few and far between. The [ten questions] I did for The Sun is actually based on real criteria I use in my research. The number of people who would score seven out of 10 of those items I put in The Sun today, I’d find it very hard to believe there would be more than a handful of people out there that would score high on all those things. You’d probably get a lot of people who might endorse three or four of them, but that doesn’t mean they’re addicted. That might be somebody who has problems with it. Most kids can afford to play three hours a day without it impacting on their education, their physical education and their social networks. Yes, I believe video game addiction exists, and if it is a genuine addiction it may well be as addictive as other more traditional things in terms of signs, symptoms and components. But the good news is it is a very tiny minority who are genuinely addicted to video games…There is no evidence the country is in ‘the grip of addiction’. Yes, we have various studies showing a small minority have problematic gaming. But problematic gaming doesn’t necessarily mean gaming addiction. They’re two very separate things. Yet the media seem to put them as the same…Every time I do a piece of research, if it’s something that’s negative, 90 per cent of the press cover it. If it’s something positive, 10 per cent of the press cover it. Bad news stories sell”.

Speaking to the press (and writing journalistic articles for the press) is something that I do on an almost daily basis and I will not stop doing it as I believe that we as academics have a public duty to disseminate our research findings outside of academia and to the general public. As I noted in a previous blog, I’ve had a few horror stories when what I’ve said is taken out of context but a few bad experiences are never going to be enough to put me off sharing my work with the mass media.

Finally – and as promised above – here are ten simple ‘yes/no’ questions about gaming that I had published in The Sun. If you answer ‘yes’ to seven or more of them, in my view, you may have a gaming addiction.

  • Do you think gaming has become the most important thing in your daily life?
  • Have you jeopardised your job or education because of your gaming activity?
  • Have you experienced relationship problems (with your partner, children or friends) because of your gaming?
  • Do you feel irritable, anxious or sad when you try to cut down or stop gaming?
  • Do you play games as a way of making your mood feel better?
  • Have you lost interests in other hobbies and leisure activities because of gaming?
  • When trying to cut down or stop your gaming, do you feel that you can’t?
  • Do you feel totally preoccupied with gaming (for example, even if you are not actually gaming you are thinking about it)?
  • Have you lied to anyone because the amount of time you spend gaming?
  • Have you spent an increasing amount of time gaming every day over the last six months?

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

Further reading

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

Griffiths, M.D. (2013). Video games make us better people. The Sun, February 1, p.8.

Griffiths, M.D., King, D.L. & Demetrovics, Z. (2014). DSM-5 Internet Gaming Disorder needs a unified approach to assessment. Neuropsychiatry, 4(1), 1-4.

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.

Trends reunited: How has gambling changed? (Part 1)

I was recently asked by the editor of the Society for the Study of Gambling Newsletter to write an article for the 50th anniversary issue. I used the opportunity to look back at what I believe to be the most major changes that I have witnessed in the gambling field since I started my research career in 1987. Obviously I was biased in my choice. Today’s blog looks at five things that I predicted would happen: (i) gambling coming out of gambling environments, (ii) the increased use of technology in gambling activities, (iii) gambling becoming a more asocial activity, (iv) the rise of remote gambling, (v) the changing nature of family entertainment, and (vi) increase in gambling and gaming convergence. Part 2 of this blog will looks at changes that I didn’t see coming at all!

Gambling coming out of gambling environments: I remember vividly when the UK National Lottery was introduced in November 1994. One of the hidden impacts since the introduction of the National Lottery was that this was a widespread act of gambling that had been taken out of the gambling environment on a national scale. Pre-National Lottery, legal gambling mainly took place in betting shops, casinos, amusement arcades, and bingo halls. Admittedly, there were exceptions including the football pools and fruit machines on single site premises. However, gambling can now be done in a wide variety of retail outlets. It is also clear that the newer forms of gambling (such as Internet gambling) are activities that are done almost exclusively from non-gambling environments – usually the home or the workplace.

The increased use of technology in gambling activities: Technology has always played a role in the development of gambling practices. I have argued in many of my papers that gaming is driven by technological advance and these new technologies may provide many people with their first exposure to the world of gambling. Furthermore, to some people they may be more enticing than previous non-technological incarnations. Technology is continuing to provide new market opportunities not only in the shape of Internet gambling but also in the shape of more technologically advanced slot machines and video lottery terminals, interactive television gambling, mobile phone gambling and gambling via social networking sites. In addition, other established gambling forms are becoming more technologically driven (e.g. bingo, keno).

Gambling becoming a more asocial activity: I have argued that one of the consequences of increased use of technology has been to reduce the fundamentally social nature of gambling to an activity that is essentially asocial (e.g. slot machine gambling, video poker, internet gambling, etc.). My research has shown that there are many different types of player based on their primary motivation for playing (e.g. to escape, to beat the machine, for social rewards, for excitement etc.). Those who experience problems are more likely to be those playing on their own (e.g. those playing to escape). An old 1988 study by the UK Home Officealso made the point that those people who played in groups often exerted social influence on problem gamblers in an effort to reduce the problems faced. Retrospectively, most problem gamblers report that at the height of their problem gambling, it is a solitary activity. Gambling in a social setting could potentially provide some kind of ‘safety net’ for over-spenders, i.e., a form of gambling where the primary orientation of gambling is for social reasons with the possibility of some fun and chance to win some money (e.g. bingo). However, I have speculated that those individuals whose prime motivation is to constantly play just to win money would possibly experience more problems. The shift from social to asocial forms of gambling shows no sign of abating. It could therefore be speculated that as gambling becomes more technological, gambling problems may increase due to its asocial nature.

Widespread deregulation and increased opportunities to gamble: Gambling deregulation is now firmly entrenched within Government policy not only in the UK but worldwide. The present situation of stimulating gambling in the UK appears to mirror the previous initiations of other socially condoned but potentially addictive behaviours like drinking (alcohol) and smoking (nicotine). As gambling laws become more relaxed and gambling becomes another product that can be more readily advertised (i.e. “stimulated”) it will lead to a natural increase in uptake of those services. This could lead to more people who experience gambling problems (although this may not be directly proportional) because of the proliferation of gaming establishments and relaxation of legislation. What has been clearly demonstrated from research evidence in other countries is that where accessibility of gambling is increased there is an increase not only in the number of regular gamblers but also an increase in the number of problem gamblers.

The rise of remote gambling:In my early 1990s writings on Internet gambling, my colleagues and I predicted Internet gambling would take off for several reasons. At a very basic level, we argued that gambling in these situations was easy to access as it comes into the home via computer and/or television. I also made the point that Internet gambling had the potential to offer visually exciting effects similar to a variety of electronic machines. Furthermore, virtual environments have the potential to provide short-term comfort, excitement and/or distraction for its users. However, I also argued that there were a number of other more important factors that make online activities like Internet gambling potentially attractive, seductive and/or addictive. Such factors include anonymity, convenience, escape, dissociation / immersion, accessibility, event frequency, interactivity, disinhibition, simulation, and asociability. There are many other specific developments that look likely to facilitate uptake of remote gambling services including (i) sophisticated gaming software, (ii) integrated e-cash systems (including multi-currency), (iii) multi-lingual sites, (iv) increased realism (e.g., “real” gambling via webcams, player and dealer avatars), (v) live remote wagering (for both gambling alone and gambling with others), (vi) improving customer care systems, and (vii) inter-gambler competition.

The changing nature of family entertainment:Back in 2000 I made some speculations about the increase in and development of home entertainment systems and how they would change the pattern of families’ leisure activities. I claimed the increase in and development of home entertainment systems would change the pattern of many families’ leisure activities. I said that the need to seek entertainment leisure outside the home would be greatly reduced as digital television and home cinema systems offer a multitude of interactive entertainment services and information. I claimed many families would adopt a leisure pattern known as “cocooning” where the family or individual concentrates their leisure time around in-house entertainment systems. Rather than going out, the entertainment comes to them direct via digital television and Internet services. Part of this entertainment for many families is online gambling and gaming (particularly, more recently, via social networking). Young people’s use of technology (the so called ‘screenagers’ and ‘digital natives’) has increased greatly over the last two decades and a significant proportion of daily time is spent in front of various screen interfaces most notably videogames, mobile phones (e.g., SMS) and the internet (e.g., social networking sites like Bebo, Facebook). These ‘digital natives’ have never known a world without the internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and very trusting of these new technologies. I have argued that for many of these young people, their first gambling experiences may come not in a traditional offline environment but via the internet, mobile phone or interactive television.

Increase in gambling and gaming convergence: One very salient trend is that technology hardware is becoming increasingly convergent (e.g., cell phones with internet access) and there is increasing multi-media integration. As a consequence, people of all ages are spending more time interacting with technology in the form of Internet, videogames, interactive television, mobile phones, MP3 players, etc. In addition to convergent hardware, there is also convergent content. This includes some forms of gambling including video game elements, video games including gambling elements, online penny auctions that have gambling elements, and television programming with gambling-like elements. Recently, there has been debate as to whether some types of online games should be regarded as a form of gambling, in particular those games in which the player can win or lose points that can be transferred into real life currency. Part 2 to follow!

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

Further reading

Fisher, S. & Griffiths, M.D. (1995). Current trends in slot machine gambling: Research and policy issues. Journal of Gambling Studies, 11, 239-247.

Griffiths, M.D. (1989). Gambling in children and adolescents. Journal of Gambling Behavior, 5, 66-83.

Griffiths, M.D. (1991). The observational study of adolescent gambling in UK amusement arcades. Journal of Community and Applied Social Psychology, 1, 309-320.

Griffiths, M.D. (1995). Adolescent Gambling. London: Routledge.

Griffiths, M.D. (1996). Gambling on the internet: A brief note. Journal of Gambling Studies, 12, 471-474.

Griffiths, M.D. (1997). The National Lottery and scratchcards: A psychological perspective. The Psychologist: Bulletin of the British Psychological Society, 10, 23-26.

Griffiths, M.D. (1999). Gambling technologies: Prospects for problem gambling. Journal of Gambling Studies, 15, 265-283.

Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.

Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.

Griffiths, M.D. (2006). Impact of gambling technologies in a multi-media world. Casino and Gaming International, 2(2), 15-18.

Griffiths, M.D. (2007). Interactive television quizzes as gambling: A cause for concern? Journal of Gambling Issues, 20, 269-276.

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

Griffiths, M.D. (2013). Social gambling via Facebook: Further observations and concerns. Gaming Law Review and Economics, 17, 104-106.

Griffiths, M.D. & Auer, M. (2013). The irrelevancy of game-type in the acquisition, development and maintenance of problem gambling. Frontiers in Psychology, 3, 621. doi: 10.3389/fpsyg.2012.00621.

Griffiths, M.D. & Cooper, G. (2003). Online therapy: Implications for problem gamblers and clinicians. British Journal of Guidance and Counselling, 13, 113-135.

Griffiths, M.D. & Parke, J. (2002). The social impact of internet gambling. Social Science Computer Review, 20, 312-320.

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

Griffiths, M.D. & Wood, R.T.A. (2000). Risk factors in adolescence: The case of gambling, video-game playing and the internet. Journal of Gambling Studies, 16, 199-225

Griffiths, M.D. & Wood, R.T.A. (2001). The psychology of lottery gambling. International Gambling Studies, 1, 27-44.

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.

Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.

Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.

Net losses: Internet abuse and addiction in the workplace

The following article is a much extended version of an article that was originally published by The Conversation under the title ‘Tweets and cybersex: Workplace web use is a minefield’

A number of market research reports have indicated that many office employees in the UK spend at least one hour of their day at work on various non-work activities (e.g., booking holidays, shopping online, posting messages on social networking sites, playing online games, etc.) and costs businesses millions of pounds a year. These findings highlight that internet abuse is a serious cause for concern – particularly to employers. Furthermore, the long-term effects of internet abuse may have more far-reaching effects for the company that internet abusers work for than the individuals themselves. Abuse also suggests that there may not necessarily be any negative effects for the user other than a decrease in work productivity.

Back in the early 2000s (and using some of Kimberley Young’s work on types of internet addiction) I developed a typology of internet abusers. This included cybersexual Internet abuse, online friendship/relationship abuse, internet activity abuse, online information abuse, criminal internet abuse, and miscellaneous Internet abuse:

  • Cybersexual Internet abuse: This involves the abuse of adult websites for cybersex and cyberporn during work hours. Such behaviours include the reading of online pornographic magazines, the watching of pornographic videos and/or webcams, or the participating in online sexual discussion groups, forums or instant chat facilities
  • Online friendship/relationship abuse: This involves the conducting of an online friendship and/or relationship during work hours. Such a category could also include the use of e-mailing friends, posting messages to friends on social networking sites (e.g., on Facebook, Twitter, etc.), and/or engaging in discussion groups, as well as maintenance of online emotional relationships. Such people may also abuse the Internet by using it to explore gender and identity roles by swapping gender or creating other personas and forming online relationships or engaging in cybersex.
  • Internet activity abuse: This involves the use of the internet during work hours in which other non-work related activities are done (e.g., online gambling, online shopping, online travel booking, online video gaming in massively multiplier games, online day-trading, online casual gaming via social network sites, etc.). This appears to be one of the most common forms of Internet abuse in the workplace.
  • Online information abuse: This involves the abuse of internet search engines and databases (e.g., Googling online for hours, constantly checking Twitter account, etc.). Typically, this involves individuals who search for work-related information on databases etc. but who end up wasting hours of time with little relevant information gathered. This may be deliberate work-avoidance but may also be accidental and/or non-intentional. It may also involve people who seek out general educational information, information for self-help/diagnosis (including online therapy) and/or scientific research for non-work purposes.
  • Criminal Internet abuse: This involves the seeking out individuals who then become victims of sexually-related Internet crime (e.g., online sexual harassment, online trolling, cyberstalking, paedophilic “grooming” of children). The fact that these types of abuse involve criminal acts may have severe implications for employers.
  • Miscellaneous Internet abuse: This involves any activity not found in the above categories such as the digital manipulation of images on the Internet for entertainment and/or masturbatory purposes (e.g., creating celebrity fake photographs where heads of famous people are superimposed onto someone else’s naked body).

There are many factors that make Internet abuse in the workplace seductive. It is clear from research in the area of computer-mediated communication that virtual environments have the potential to provide short-term comfort, excitement, and/or distraction. These provide compelling reasons as to why employees may engage in non-work related internet use. There are also other reasons (opportunity, access, affordability, anonymity, convenience, escape, disinhibition, social acceptance, and longer working hours):

  • Opportunity and access: Obvious pre-cursors to potential Internet abuse includes both opportunity and access to the Internet. Clearly, the internet is now commonplace and widespread, and is almost integral to almost all office workplace environments. Given that prevalence of undesirable behaviours is strongly correlated with increased access to the activity, it is not surprising that the development of internet abuse appears to be increasing across the population. Research into other socially acceptable but potentially problematic behaviours (drinking alcohol, gambling etc.) has demonstrated that increased accessibility leads to increased uptake (i.e., regular use) and that this eventually leads to an increase in problems – although the increase may not be proportional.
  • Affordability: Given the wide accessibility of the internet, it is now becoming cheaper and cheaper to use the online services on offer. Furthermore, for almost all employees, Internet access is totally free of charge and the only costs will be time and the financial costs of some particular activities (e.g., online sexual services, online gambling etc.).
  • Anonymity: The anonymity of the Internet allows users to privately engage in their behaviours of choice in the belief that the fear of being caught by their employer is minimal. This anonymity may also provide the user with a greater sense of perceived control over the content, tone, and nature of their online experiences. The anonymity of the Internet often facilitates more honest and open communication with other users and can be an important factor in the development of online relationships that may begin in the workplace. 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.
  • Convenience: Interactive online applications such as e-mail, social media, chat rooms, online forums, or role-playing games provide convenient mediums to meet others without having to leave one’s work desk. Online abuse will usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours.
  • Escape: For some, the primary reinforcement of particular kinds of internet abuse (e.g., to engage in an online affair and/or cybersex) is the sexual gratification they experience online. In the case of behaviours like cybersex and online gambling, the experiences online may be reinforced through a subjectively and/or objectively experienced ‘high’. The pursuit of mood-modifying experiences is characteristic of addictions. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. Abusive and/or excessive involvement in this escapist activity may lead to problems (e.g., online addictions). Online behaviour can provide a potent escape from the stresses and strains of real life. These activities fall on the continuum from life enhancing to pathological and addictive.
  • Disinhibition: Disinhibition is clearly one of the internet’s key appeals as there is little doubt that the Internet makes people less inhibited. Online users appear to open up more quickly online and reveal themselves emotionally much faster than in the offline world. What might take months or years in an offline relationship may only takes days or weeks online. As a number of researchers have pointed out, the perception of trust, intimacy and acceptance has the potential to encourage online users to use these relationships as a primary source of companionship and comfort.
  • Social acceptability:The social acceptability of online interaction is another factor to consider in this context. What is really interesting is how the perception of online activity has changed over the last 15 years (e.g., the ‘nerdish’ image of the Internet is almost obsolete). It may also be a sign of increased acceptance as young children and adolescents are exposed to technology earlier and so become used to socializing using computers as tools. For instance, laying the foundations for an online relationship in this way has become far more socially acceptable and will continue to be so. Most of these people are not societal misfits as is often claimed – they are simply using the technology as another tool in their social armory.
  • Longer working hours: All over the world, people are working longer hours and it is perhaps unsurprising that many of life’s activities can be performed from the workplace Internet. Take, for example, the case of a single individual looking for a relationship. For these people, the Internet at work may be ideal. Dating via the desktop may be a sensible option for workaholic professionals. It is effectively a whole new electronic “singles bar” which because of its text-based nature breaks down physical prejudices. For others, internet interaction takes away the social isolation that we can all sometimes feel. There are no boundaries of geography, class or nationality. It opens up a whole new sphere of relationship-forming.

Being able to spot someone who is an Internet abuser can be very difficult. However, there are some practical steps that employers can be taken to help minimize the potential problem.

  • Take the issue of internet abuse seriously. Internet abuse and addiction in all their varieties are only just being considered as potentially serious occupational issues. Managers, in conjunction with Personnel Departments need to ensure they are aware of the issues involved and the potential risks it can bring to both their employees and the whole organization. They also need to be aware that for employees who deal with finances, some forms of Internet abuse (e.g., Internet gambling), the consequences for the company can be very great.
  • Raise awareness of internet abuse issues at work. This can be done through e-mail circulation, leaflets, and posters on general notice boards. Some countries will have national and/or local agencies (e.g., technology councils, health and safety organizations etc.) that can supply useful educational literature (including posters). Telephone numbers for these organizations can usually be found in most telephone directories.
  • Ask employees to be vigilant. Internet abuse at work can have serious repercussions not only for the individual but also for those employees who befriend Internet abusers, and the organization itself. Fellow staff members need to know the basic signs and symptoms of Internet abuse. Employee behaviours such as continual use the Internet for non-work purposes might be indicative of an Internet abuse problem.
  • Monitor internet use of staff that may be having problems. Those staff members with an internet-related problem are likely to spend great amounts of time engaged in non-work activities on the Internet. Should an employer suspect such a person, they should get the company’s I.T. specialists to look at their Internet surfing history as the computer’s hard disc will have information about everything they have ever accessed.
  • Check internet “bookmarks” of staff. In some jurisdictions across the world, employers can legally access the e-mails and Internet content of their employees. One of the simplest checks is to simply look at an employee’s list of “bookmarked” websites. If they are spending a lot of employment time engaged in non-work activities, many bookmarks will be completely non-work related (e.g., online dating agencies, gambling sites).
  • Develop an “Internet Abuse At Work” policy. Many organizations have policies for behaviours such as smoking or drinking alcohol. Employers should develop their own internet abuse policies via liaison between Personnel Services and local technology councils and/or health and safety executives.
  • Give support to identified problem users. Most large organizations have counselling services and other forms of support for employees who find themselves in difficulties. In some (but not all) situations, problems associated with internet use need to be treated sympathetically (and like other more bona fide problems such as alcoholism). Employee support services must also be educated about the potential problems of internet abuse in the workplace.

Internet abuse can clearly be a hidden activity and the growing availability of internet facilities in the workplace is making it easier for abuse to occur in lots of different forms. Thankfully, it would appear that for most people internet abuse is not a serious individual problem although for large companies, small levels of internet abuse multiplied across the workforce raises serious issues about work productivity. For those whose internet abuse starts to become more of a problem, it can affect many levels including the individual, their work colleagues, and the organization itself.

Managers clearly need to have their awareness of this issue raised, and once this has happened, they need to raise awareness of the issue among the work force. Furthermore, employers need to let employees know exactly which behaviours on the Internet are reasonable (e.g., the occasional e-mail to a friend) and those that are unacceptable (e.g., online gaming, cybersex etc.). Internet abuse has the potential to be a social issue, a health issue and an occupational issue and needs to be taken seriously by all those employers who utilize the Internet in their day-to-day business.

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

Further reading

Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.

Griffiths, M.D. (2002). Internet gambling in the workplace. In M. Anandarajan & C. Simmers (Eds.). Managing Web Usage in the Workplace: A Social, Ethical and Legal Perspective (pp. 148-167). Hershey, Pennsylvania: Idea Publishing.

Griffiths, M.D. (2002). Occupational health issues concerning Internet use in the workplace. Work and Stress, 16, 283-287.

Griffiths, M.D. (2003). Internet abuse in the workplace – Issues and concerns for employers and employment counselors. Journal of Employment Counseling, 40, 87-96.

Griffiths, M.D. (2004). Internet abuse and addiction in the workplace – Issues and concerns for employers. In M. Anandarajan (Eds.). Personal Web Usage in the Workplace: A Guide to Effective Human Resource Management (pp. 230-245).Hershey, Pennsylvania: Idea Publishing.

Griffiths, M.D. (2009). Internet gambling in the workplace. Journal of Workplace Learning, 21, 658-670.

Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.

Griffiths, M.D. (2010). The hidden addiction: Gambling in the workplace. Counselling at Work, 70, 20-23.

Griffiths, M.D. (2012). Internet sex addiction: A review of empirical research. Addiction Research and Theory, 20, 111-124.

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

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

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), (pp.141-163). New York: Academic Press.

Young K. (1999). Internet addiction: Evaluation and treatment. Student British Medical Journal, 7, 351-352.

The ‘real feel’ deal and the psychology of online gambling experiences

Online gambling regulation is a hot topic and many online gaming operators are wondering what the effect of increased (and arguably stricter) legislative measures will have on the online gaming market. Based on the online gambling 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 gambling. 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.

Geek or chic? A brief look at video gamer stereotypes

Regular readers of my blog will know that I have spent well over two decades carrying out research into various aspects of video gaming. Online video gaming has become an increasingly popular activity amongst teenagers and adults alike. For numerous reasons, perhaps in part because of its rapid growth, online gaming is also an activity that has become highly stereotyped. That is, it is an activity that has come to be associated in popular culture with a highly specific, caricatured and also negative image. This image is reflected in numerous television shows, print media, news reports, current affairs programs and other sources of popular culture. As Dr. D Williams and his colleagues noted in a 2008 issue of the Journal of Computer-Mediated Communication Monographs:

“Game players are stereotypically male and young, pale from too much time spent indoors and socially inept. As a new generation of isolated and lonely ‘couch potatoes,’ young male game players are far from aspirational figures”.

Understanding the formation of stereotypes about this group and how they are internalised may help us understand society’s attitudes towards this activity and how its participants are positioned within the status hierarchy. Where the stereotype of the pale teenage gamer came from and whether there is any truth to it are clearly important and interesting questions. Our recent research concerns the extent to which this social stereotype has been transformed into a cognitive stereotype, what form this cognitive stereotype takes, and what this can tell us about society’s attitude toward gaming as an emerging form of social or asocial activity.

Within popular culture, a clear characterisation of online gamers has emerged. Frequently caricatured, this ‘stereotype’ has been disseminated throughout the print media, as well as television and web based programs. One poignant example comes from the popular U.S. animated series South Park. In an episode devoted to the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft, the stereotypical gamer was portrayed as overweight, lazy, isolated, and aggressive. Additionally, the four main characters of the series became increasingly overweight, lazy, and developed acne as their immersion into the game deepened. One of the main characters (Penny) in the U.S. television series The Big Bang Theory also conforms to stereotypic expectations as she becomes obsessive, reclusive and unkempt upon playing a fantasy-based online game.

The highly successful web series, The Guild, took a more comical approach as they followed a group of online gamers who decide to meet each other in the offline world after many months of regular online interaction. In the opening scene of the first episode, the main character is told by her therapist that her online friends do not constitute a genuine support system, and that immersion in an imaginary social environment is stunting her personal growth. Within the first few minutes of this episode, themes of obsession, addiction, reclusiveness, and loneliness arise.

The stereotypical portrayal of an online gamer has also taken more serious forms. In an episode of Law and Order: SVU, a popular U.S. television series, two individuals are arrested and accused of neglecting their child due to their immersion in an online gaming world. In addition to the depiction of the more physical aspects of the stereotype (both suspects are overweight and have poor personal hygiene), the obsessive and addictive qualities of online gaming are implicated in a much more serious context of child neglect.

The problematic and addictive nature of video games is often highlighted by the news media, and a variety of internet websites, magazine articles, and news articles dispense advice for individuals with problematic playing behaviours. Taken together, these media portrayals, news reports, and internet articles present a consistent and negative image of online gaming and its participants. Online gaming is presented as a dangerous activity that may lead to social withdrawal, physical and mental ill health, and even suicide. These concerns are reflected in stereotypical portrayals of online gamers as socially anxious and incompetent, mentally stunted and withdrawn, and physically unhealthy (e.g., overweight, pale). The origins of this stereotypical image are unknown. It may be an extension of pre-existing stereotypes about similar activities (e.g., the violent film or video game and aggression hypothesis), a subtype of a broader ‘nerd’ stereotype, or a general cynicism about a new and rapidly spreading form of social activity and interaction. The social, psychological and historical factors that led to this stereotype are clearly interesting and worth exploring.

The occurrences of the cultural stereotype described are largely examples of the stereotype of an MMORPG player, rather than online gamers more generally. MMORPG players appear to be the prototype of online gamers, as caricatured by numerous television and web-based programs. In a study published in the Bulletin of Science, Technology and Society, Dr. Rachel Kowert, Dr. Julian Oldmeadow and myself collected some data on video gamer stereotypes. We asked our participants (both gamers and non-gamers) to indicate what most other people think online gamers are like. To the extent that stereotypical portrayals of online gaming and gamers have given rise to shared trait associations, there should be strong agreement across both gamers and non-gamers with regards to how gamers are perceived by others in general. A further aim of our study was to examine the extent to which these trait associations about gamers have been internalised as personal beliefs. A total of 342 participants completed our online survey in which they rated how applicable each of a list of traits was to the group of online gamers. Ratings were made for both personal beliefs (how participants themselves see gamers) and stereotypical beliefs (how most others see gamers). While these beliefs were highly consensual as stereotypes, personal beliefs varied suggesting that the cultural portrayal of online gamers is beginning to shift into cognitive associations.

Participants were asked to evaluate the list of adjectives and rate each one in terms of how applicable they believed the trait to be of online gamers. Responses were given on a 7-point Likert-type scale, ranging from 1 (“not at all applicable”) to 7 (“very applicable”). Participants were first asked questions relating to basic demographic information, as well as information about their online gaming habits (which games they play or had played, frequency of play, and whether they consider themselves a gamer). They were then asked to rate each of the 30 adjectives according to how they personally perceived online gamers (stereotype endorsement), and how they thought other people perceive online gamers (stereotype). The tasks were presented in this order to maximise the independence between personal and stereotypical ratings.

Even though online gamers are a relatively new social category within society, our results demonstrated that a collective stereotype about this population has emerged. All our participants showed an awareness of a shared stereotype that is in accordance with the anecdotal characterisations commonly portrayed by popular media. Stereotype ratings were consistent across gamers and non-gamers, suggesting that these beliefs are widely shared within society. Based on the results of this study, we concluded that the current stereotype of online gamers is largely negative, based on the traits of popularity, attractiveness, idleness, and social competence. Online gamers were stereotypically viewed as unpopular, unattractive, idle, and socially incompetent, a characterisation that seems to match common stereotypical portrayals in the media, television, and internet articles.

As this investigation was largely exploratory, care needs to be taken in interpreting the results and further research is needed to confirm the factors that emerged here. For instance, it is uncertain if the results found here are reflective of the generalized stereotype of gamers (including online gamers more generally) or the popularized prototype of the MMORPG gamer. While some have found that MMORPG gamers are viewed more negatively than the generalized construct of the online gamer, future research is needed to further examine the general stereotype in relation to the subgroups contained within it. This will hopefully provide clarification into the stereotypical differences amongst the broad categorization of online gamers as compared to more specific subgroups, such as MMORPG gamers or casual online gamers (e.g., individuals who play online games that require no major time commitment or special set of skills to complete, such as the highly popular Zynga game, Farmville). Future research may provide further insight into the progression of the shared beliefs about online gamers ‘out there’ developing into internalised cognitive associations ‘in here’. Somewhat fortuitously, the stereotype of online gamers is still undergoing formation within society, providing researchers with the unique opportunity to study this characterisation as it continues to evolve.

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

Additional input: Dr. Rachel Kowert and Dr. Julian Oldmeadow

Further reading

Cole, H., & Griffiths, M. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Games. CyberPsychology and Behavior, 10(4), 575 – 583.

Griffiths, M., Davies, M., & Chappell, D. (2003). Breaking the stereotype: the case of online gaming. CyberPsychology and Behavior, 6(1), 81 – 91.

Kowert, R., Griffiths, M.D. & Oldmeadow, J. (2012). Geek or Chic? Emerging stereotypes of online gamers. Bulletin of Science, Technology and Society, 32, 371-379.

Kowert, R., & Oldmeadow, J. (2012). The stereotype of online gamers: new characterization or recycled prototype. Paper presented at the Nordic DiGRA, Tampere, Finland.

Lucas, K., & Sherry, J. (2004). Sex differences in video game play: a communication-based explanation. Communication Research, 31(5), 499 – 523.

Ogletree, S., & Drake, R. (2007). College students’ video game participation and perceptions: gender differences and implications. Sex Roles, 56, 537 – 542.

Williams, D., Yee, N., & Caplan, S. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication Monographs, 13(4), 993 – 1018.

Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively-multi-user online graphical environments. Teleoperators and Virtual Environments, 15(3), 309 – 329

Safety in numbers: Responsible gambling and the UK betting sector

Over the last few days I appeared in a lot of news reports (including one by the BBC) in relation to the Association of British Bookmakers’ (ABB) new responsible gambling Code of Conduct (that you can download for free here). I was approached by the ABB back in July 2013 to help develop the new code and I view the publication of it as a great step forward in social responsibility and responsible gambling.

Whilst governments and regulatory bodies around the world are increasingly recognizing the importance of responsible gaming policies, such bodies tend not to specify the details of how such policies should be developed and implemented by gambling operators. Hopefully, this is where British gaming operators can take a proactive stance. Any gaming company that puts socially responsible practices at the heart of its business should be required to engage in a number of practices as a bare minimum. More specifically, gaming companies should (i) minimize the likelihood of a ‘vulnerable player’ developing a gambling problem whilst playing games, (ii) encourage well informed and rational gambling behaviour among its clientele, (iii) provide support for clientele who develop problems and/or who show distress as a result of gambling, (iv) protect vulnerable groups from either gambling in the first place (e.g., minors, problem gamblers, the intoxicated), and (v) develop an amicable relationship with local communities and other stakeholders (e.g., treatment providers, educational programs, research community, faith groups, etc.).

The most socially responsible gaming companies around the world have already introduced many player protection initiatives for both online and offline players. These include (i) stringent age verification checks, (ii) the use of behavioural tracking tools and/or player cards (to monitor potentially problematic playing patterns), (iii) socially responsible marketing and advertising, (iv) mandatory limit setting options (where players can pre-commit to how much time and money they want to spend over a given time period), (v) in-play notifications (e.g., pop-up messages to help players decide whether they should carry on gambling or not), and (vi) complete transparency in the games offered (such as the probability of winning and prize structures). So how does the new ABB code match up? Here are some of the initiatives that are in the ABBs’ new code. The new ‘Harm Minimisation Strategy’ focuses on four levels:

  • Issuing clearer and more accessible information on how to gamble responsibly and highlighting the sources of help available
  • Providing customers with new tools such as mandatory time and money based reminders, the ability to set spend and time limits on gaming machines and to request machine session data.
  • Training staff to detect the signs of potential problem gambling more quickly and how to interact more effectively with those identified
  • Undertaking more consistent central analysis of data to identify abnormal activity both in specific shops and, where possible, that relating to individual customers.

The new code is just the beginning. The document points out that: “The Code of Conduct will be evolutionary. ABB is fully committed to both monitoring compliance to the code and to updating and strengthening the code as new technological solutions are developed, new empirical evidence is produced or new concerns emerge over the coming months/years”. Some of the specific new measures in the ABB code include:

  • Enhanced staff training: All shop staff will be trained, in consultation with providers of responsible gambling expertise, to recognise a wider range of problem gambling indicators and will aim to identify those customers at risk of developing a gambling problem.
  • Enhanced customer engagement: All shop staff will be actively encouraged to ‘walk the shop floor’ as part and parcel of an enhanced customer engagement role, including initiating customer interaction in response to specific customer behaviour which needs to be addressed.
  • Dedicated responsible gambling co-ordinator:  All ABB members will nominate a member of staff who will be responsible for responsible gambling on a local basis and will receive additional training to deal with more complex responsible gambling interactions.
  • Compliance objectives linked to managers’ performance: Compliance objectives will be added to the performance agreements of all relevant middle and senior managers working for ABB members and compliance will be a standing item agenda at Licensed Betting Office level performance reviews. The ABB will develop a minimum industry standard for staff training which is hoped will evolve into an accredited system.

The ABB also announced that in relation to customers playing on Fixed Odds Betting Terminals in their shops that such slot machines will have (i) voluntary money limits, (ii) voluntary time limits, (iii) mandatory money-based pop-up reminders, and (iv) mandatory time-based reminders. The new code also banned the use of ATMs inside betting offices, and agreed to provide as much information as possible so that players can make an informed choice about gambling, along with help and guidance as to how to get help if a gambler thinks they are developing a problem. Finally, this new industry standard was fully implemented this month and will be reviewed annually. The standard will include:

  • Provision of appropriate information on the effects of problem gambling
  • Recognition and identification of the indicators of problem gambling
  • Conflict management
  • Customer interaction in response to specific customer behaviour referral, and follow‐up processes
  • Effective self-exclusion processes at a local level
  • The application of a Think 21 policy, especially with regard to machine players
  • The identification of vulnerable groups
  • Regular refresher training
  • Auditing and testing of staff at least every two years

If all the British gaming operators can collectively initiate and continue such practices, they will then be able to claim that they are becoming world leaders in responsible gambling, player protection, and harm minimization.

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

Further reading

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

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

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

Griffiths, M.D. (2005).  Does advertising of gambling increase gambling addiction? International Journal of Mental Health and Addiction, 3(2), 15-25.

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

Griffiths, M.D. (2010). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

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

Griffiths, M.D. (2012). Self-exclusion services for online gamblers: Are they about responsible gambling or problem gambling? World Online Gambling Law Report, 11(6), 9-10.

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

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

Griffiths, M.D., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.

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

Smeaton, M. & Griffiths, M.D. (2004). Internet gambling and social responsibility: An exploratory study, CyberPsychology and Behavior, 7, 49-57.

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

Face[book]ing the future: A brief look at social networking addiction

In many areas of behavioural addiction, there has been debate about whether some excessive behaviours should even be considered as genuine addictions (e.g., video game playing, internet use, sex, exercise, etc.) and the same debate holds for addiction to social networking. I recently published an editorial in the Journal of Addiction Research and Therapy examining the empirical research on the topic.

I have has operationally defined addictive behaviour as any behaviour that features what I believe to be the six core components of addiction (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse). I have also argued that any behaviour (including social networking) that fulfils these six criteria can be operationally defined as an addiction.

Researchers have suggested that the excessive use of new technologies (and especially online social networking) may be particularly problematic to young people. In accordance with the biopsychosocial framework for the etiology of addictions, and the syndrome model of addiction (put forward by Dr. Howard Shaffer and colleagues in a 2004 issue of the Harvard Review of Psychiatry), it is claimed that those people addicted to using SNSs experience symptoms similar to those experienced by individuals who suffer from addictions to substances or other behaviours. This has significant implications for clinical practice because unlike other addictions, the goal of SNS addiction treatment cannot be total abstinence from using the internet per se it is an integral element of today’s professional and leisure culture. Instead, the ultimate therapy aim is controlled use of the internet and its respective functions, particularly social networking applications, and relapse prevention using strategies developed within cognitive-behavioural therapies.

To explain the formation of SNS addiction, Dr. Ofir Turel and Dr. Alexander Serenko recently summarized three overarching theoretical perspectives in a 2012 issue European Journal of Information Systems that may not be mutually exclusive:

  • Cognitive-behavioral model: This model emphasizes that ‘abnormal’ social networking arises from maladaptive cognitions and is amplified by various environmental factors, and eventually leads to compulsive and/or addictive social networking.
  • Social skill model: This model emphasizes that ‘abnormal’ social networking arises because people lack self-presentational skills and prefer virtual communication to face-to-face interactions, and it eventually leads to compulsive and/or addictive use of social networking.
  • Socio-cognitive model: This model emphasises that ‘abnormal’ social networking arises due to the expectation of positive outcomes, combined with internet self-efficacy and deficient internet self-regulation eventually leads to compulsive and/or addictive social networking behavior.

Based on these three models, Dr. Haifeng Xu and Dr. Bernard Tan (in a 2012 paper presented at the Thirty Third International Conference on Information Systems) suggest that the transition from normal to problematic social networking use occurs when social networking is viewed by the individual as an important (or even exclusive) mechanism to relieve stress, loneliness, or depression. They contend that those who frequently engage in social networking are poor at socializing in real life. For these people, social media use provides such people continuous rewards (e.g. self-efficacy, satisfaction) and they end up engaging in the activity more and more, eventually leading to many problems (e.g., ignoring real life relationships, work/educational conflicts, etc.). The resulting problems may then exacerbate individuals’ undesirable moods. This then leads such individuals to engage in the social networking behaviour even more as a way of relieving dysphoric mood states. Consequently, when social network users repeat this cyclical pattern of relieving undesirable moods with social media use, the level of psychological dependency on social networking increases.

A behavioural addiction such as SNS addiction may thus be seen from a biopsychosocial perspective. Just like substance-related addictions, it would appear that in some individuals, SNS addiction incorporates the experience of the ‘classic’ addiction symptoms, namely mood modification (i.e., engagement in SNSs leads to a favourable change in emotional states), salience (i.e., behavioural, cognitive, and emotional preoccupation with the SNS usage), tolerance (i.e., ever increasing use of SNSs over time), withdrawal symptoms (i.e., experiencing unpleasant physical and emotional symptoms when SNS use is restricted or stopped), conflict (i.e., interpersonal and intrapsychic problems ensue because of SNS usage), and relapse (i.e., addicts quickly revert back to their excessive SNS usage after an abstinence period).

It is generally accepted that a combination of biological, psychological and social factors contributes to the etiology of addictions that may also hold true for SNS addiction. From this it follows that SNS addiction shares a common underlying etiological framework with other substance-related and behavioural addictions. However, due to the fact that the engagement in SNSs is different in terms of the actual expression of (internet) addiction (i.e., pathological use of SNSs rather than other internet applications), the phenomenon may be worthy of individual consideration, particularly when considering the potentially detrimental effects of both substance-related and behavioural addictions on individuals who experience a variety of negative consequences because of their addiction.

Research into social networking addiction has been relatively sparse. According to a recent book chapter that I published with Dr. Daria Kuss and Dr. Zsolt Demetrovics, the twenty or so empirical studies examining SNS addiction fall into one of four types: (i) self-perception studies of social networking addiction, (ii) studies of social networking addiction utilizing a social networking addiction scale, (iii) studies examining the relationship between social networking and other online addictions, and (iv) studies examining social networking addiction and interpersonal relationships. Our review noted that all the studies suffered from a variety of methodological limitations. Many of the studies attempted to assess SNS addiction, but mere assessment of addiction tendencies does not suffice to demarcate real pathology. Most of the study samples were generally small, specific, self-selected, convenient, and skewed with regards to young adults and female gender. This may have led to the very high addiction prevalence rates (up to 34%) reported in some studies as individuals from these socio-demographic groups are likely to be more heavy social networking users. Consequently, empirical studies need to ensure that they are assessing addiction rather than excessive use and/or preoccupation.

I have also published a couple of papers noting that for many researchers, Facebook addiction has become almost synonymous with social networking addiction. However, Facebook is just one of many websites where social networking can take place. Most of the scales that have been developed have specifically examined excessive Facebook use such as the Bergen Facebook Addiction Scale, the Facebook Addiction Scale, and the Facebook Intrusion Questionnaire, i.e., addiction to one particular commercial company’s service (i.e., Facebook) rather than the whole activity itself (i.e., social networking). The real issue here concerns what people are actually addicted to and what the new Facebook addiction tools are measuring.

For instance, Facebook users can play games like Farmville, can gamble on games like poker, can watch videos and films, and can engage in activities such as swapping photos or constantly updating their profile and/or messaging friends on the minutiae of their life. Therefore, ‘Facebook addiction’ is not synonymous with ‘social networking addiction’ – they are two fundamentally different things as Facebook has become a specific website where many different online activities can take place – and may serve different purposes to various users. What this suggests is that the field needs a psychometrically validated scale that specifically assesses ‘social networking addiction’ rather than Facebook use. In the aforementioned scales, social networking as an activity is not mentioned, therefore the scale does not differentiate between someone potentially addicted to Farmville or someone potentially addicted to constantly messaging Facebook friends.

Whether social networking addiction exists is debatable depending upon the definition of addiction used, but there is clearly emerging evidence that a minority of social network users experience addiction-like symptoms as a consequence of their excessive use. Studies endorsing only a few potential addiction criteria are not sufficient for establishing clinically significant addiction status. Similarly, significant impairment and negative consequences that discriminate addiction from mere abuse have (to date) generally not been assessed in published studies. Thus, future studies have great potential in addressing the emergent phenomenon of SNS addiction by means of applying better methodological designs, including more representative samples, and using more reliable and valid addiction scales so that current gaps in empirical knowledge can be filled.

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

Further reading

Griffiths, M.D. (2012). Facebook addiction: Concerns, criticisms and recommendations. Psychological Reports, 110, 2, 518-520.

Griffiths, M.D. (2012). Gambling on Facebook? A cause for concern? World Online Gambling Law Report, 11(9), 10-11.

Griffiths, M.D. (2013). Social gambling via Facebook: Further observations and concerns. Gaming Law Review and Economics, 17, 104-106.

Griffiths, M.D. (2013) Social networking addiction: Emerging themes and issues. Journal of Addiction Research and Therapy, 4: e118. doi: 10.4172/2155-6105.1000e118.

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

Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.

Kuss, D.J. & Griffiths, M.D. (2011). Excessive online social networking: Can adolescents become addicted to Facebook? Education and Health, 29. 63-66.

Shaffer, H.J., LaPlante, D.A., LaBrie, R.A., Kidman, R.C., Donato, A.N., & Stanton, M.V. (2004). Toward a syndrome model of addiction: Multiple expressions, common etiology. Harvard Review of Psychiatry, 12, 367-374.

Turel, O. & Serenko, A. (2012). The benefits and dangers of enjoyment with social networking websites. European Journal of Information Systems, 21, 512-528.

Xu, H. & Tan, B.C.Y. (2012). Why Do I Keep Checking Facebook: Effects of Message Characteristics On the Formation of Social Network Services Addiction (http://elibrary.aisnet.org/Default.aspx?url=http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1216&context=icis2012)