Category Archives: Psychology

Date crime: A beginner’s guide to ‘love bombing’

Recently, I did an interview with a journalist about ‘love bombing’ described by her as a new phenomenon occurring in online dating and is “when someone showers you with attention, promising the world but when you respond they go cold and stop responding”. However, there is nothing new about ‘love bombing’ because the term has been around since the 1970s except it has traditionally been described as a practice by religious organisations and cults in relation to the indoctrination of new recruits. According to a number of different sources, the term ‘love bombing’ was coined by the Unification Church of the United States founded by Sun Myung Moon (and why individuals in the cult are often referred to as ‘Moonies’). A number of academics have written about ‘love bombing’ within cult movements. For instance, Thomas Robbins in a 1984 issue of the journal Social Analysis noted that:

“Many elements involved in controversies over alleged cultist brainwashing entail trans-valuational conflicts related to alternative internal vs. external perspectives. The display of affection toward new and potential converts (‘love bombing’), which might be interpreted as a kindness or an idealistic manifestation of devotees’ belief that their relationship to spiritual truth and divine love enables them to radiate love and win others to truth, is also commonly interpreted as a sinister ‘coercive’ technique (Singer, 1977)”.

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In a 2002 issue of the journal Human Relations, Dennis Tourish and Ashly Pinnington wrote that the practice of ‘love bombing’ is derived from the interpersonal perception literature and is a form of ‘ingratiation’ (taken from Edward Jones’ 1964 book of the same name). They then cite from Jones’ 1990 book Interpersonal Perception:

“There is little secret or surprise in the contention that we like people who agree with us, who say nice things about us, who seem to possess such positive attributes as warmth, understanding, and compassion, and who would ‘go out of their way’ to do things for us”.

Tourish again (this time with Naheed Vatcha) in a 2005 issue of the journal Leadership noted that cults use ‘love bombing’ as an emotionally draining recruitment strategy and that it is a form of positive reinforcement. More specifically, they noted that:

“Cults make great ceremony of showing individual consideration for their members. One of the most commonly cited cult recruitment techniques is generally known as ‘love bombing’ (Hassan, 1988). Prospective recruits are showered with attention, which expands to affection and then often grows into a plausible simulation of love. This is the courtship phase of the recruitment ritual. The leader wishes to seduce the new recruit into the organization’s embrace, slowly habituating them to its strange rituals and complex belief systems. At this early stage resistance will be at its highest. Individual consideration is a perfect means to overcome it, by blurring the distinctions between personal relationships, theoretical constructs and bizarre behaviors”.

More recently, the practice of ‘love bombing’ has been used in other contexts such by gang leaders or pimps as a way of controlling their victims (as outlined in the 2009 book Gangs and Girls: Understanding Juvenile Prostitution by Michel Dorais and Patrice Corriveau), and within the context of everyday dating and online dating. One article that has been cited a lot in the press relating to the use of ‘love bombing’ in day-to-day relationships is a populist article written for Psychology Today by Dr. Dale Archer. He noted that:

Notorious cult leaders Jim Jones, Charles Manson, and David Koresh weaponized love bombing, using it to con followers into committing mass suicide and murder. Pimps and gang leaders use love bombing to encourage loyalty and obedience as well”.

Dr. Archer says that ‘love bombing’ works because “humans have a natural need to feel good about who we are, and often we can’t fill this need on our own”. He says that there are times of high susceptibility to being ‘love bombed’ such as losing a job or going through a divorce. Irrespective of why or where the susceptibility has arisen, Archer claims that love bombers “are experts at detecting low self-esteem, and exploiting it”. He then goes on to claim that:

“The paradox of love bombing is that people who use it aren’t always seeking targets that broadcast insecurity for all to see. On the contrary, the love bomber is also insecure, so to boost their ego, the target must at least seem like a great “catch.” Maybe she’s the beautiful woman, who’s lonely because her beauty intimidates people, or he’s the guy with the great career whose wife left him for his best friend, or she’s the hard-nosed businesswoman, who’s avoided marriage and motherhood because her childhood was so traumatic. On paper, these folks are attractive, but something makes them doubt their own value. Along comes the love bomber to shower them with affection and attention. The dopamine rush of the new romance is vastly more powerful than it would be if the target had a healthy self-esteem, because the love bomber fills a need the target can’t fill on her own”.

My own expertise on ‘love bombing’ is limited (to say the least). However, I did attempt to answer the questions I was asked, and here are my verbatim replies.

It seems like [‘love bombing’] quite an addictive and compulsive behaviour – what do you make of it?

There is no evidence that love bombing is either addictive or compulsive and is simply a specific behaviour that although may be repetitive and habitual is not something that would be done compulsively (because the love bombing is planned and focused) or addictively (because love bombing not something that they would do that compromises everything else in their life).

Are there any psychological reasons why people behave like this?

I don’t know of any psychological research that has been done on love bombing but the concept is not new as it has been in the academic literature since the 1970s in relation to indoctrinating individuals into religious cults. Love bombing is a manipulative strategy to make individuals more emotionally pliable. My guess is that in a relationship setting (rather than a cult setting) the individuals engaged in love bombing are likely to be egomaniacs and/or narcissists who like to feel dominant and powerful and/or love psychologically humiliating others.

In my experience, and according to some of the people I’ve interviewed who are guilty of ‘love bombing’ – they do it to multiple people at once.

If love bombing is part of an individual’s behavioural repertoire there is no reason why they wouldn’t do it with more than one person at the same time. However, I don’t know of any research that has shown this to be the case but it wouldn’t surprise me if some individuals were unfaithful love bombers (but I’m sure there are serial love bombers who just do it from one relationship to the next without being physically or emotionally unfaithful).

Is it to straightforward to blame tech for such behaviours – is it just an amplification of behaviours people already exhibit in real life? The temptation always seems to be to blame it on the internet.

The internet tends to facilitate pre-existing problematic behaviour rather than cause it. However, it is well known that the internet is a disinhibiting medium and that individuals lower their psychological guard online. In the case of relationships, the perceived anonymity of being online means that individuals reveal things about themselves, often very private things, because the medium is non-face-to-face, non-threatening, non-alienating and non-stigmatising. Individuals can develop deep emotional relationships online without even having met the other person because of the internet’s disinhibiting properties. Consequently, online methods of communication are another tool in love bomber’s armoury in (initially) showering their professed love for somebody and can happen 24/7 (something which couldn’t have happened in the days prior to online ubiquity).

Where and how, if at all, does this sort of problematic behaviour intersect with sex and love addiction?

I don’t see any overlaps between ‘love bombing’ and sex addiction as they are two completely different constructs and have completely different underlying motivations with little in the way of crossover. Obviously, love bombing could be used as a method to increase the likelihood of sex (because flattery goes a long way). However, if the ultimate goal is psychological control of another person’s emotions, sex is simply a by-product of love bombing rather than the main goal.

Anything else you would like to add?

As far as I can tell, there has never been any empirical research on ‘love bombing’ within the context of dating so all my responses to the questions I was asked are speculative. However, I do think this is an area that would benefit from scientific investigation given how important personal relationships are within our lives. At the very least such research might uncover the signs and strategies that ‘love bombers’ typically use and might prevent a lot of emotional pain felt by individuals not rushing head first (or should that be heart first?) into such relationships in the first place.

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

Further reading

Archer, D. (2017). The manipulative partner’s most devious tactic. Psychology Today, March 6. Located at: https://www.psychologytoday.com/blog/reading-between-the-headlines/201703/the-manipulative-partners-most-devious-tactic

Dorais, M. & Corriveau, P. (2009). Gangs and Girls: Understanding Juvenile Prostitution. Montreal: McGill-Queen’s Press.

Griffiths, M.D. (2000). Cyber affairs – A new area for psychological research. Psychology Review, 7(1), 28-31.

Griffiths, M.D. (2000).  Excessive internet use: Implications for sexual behavior. CyberPsychology and Behavior, 3, 537-552.

Griffiths, M.D.  (2001).  Sex on the internet: Observations and implications for sex addiction. Journal of Sex Research, 38, 333-342.

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

Hassan, S. (1988) Combating Cult Mind Control. Rochester: Park Press.

James, O. (2012). Love bombing: Reset your child’s emotional thermostat. London: Karnac Books.

Jones, E. (1964). Ingratiation. New York: Appleton-Century-Crofts

Jones, E. (1990). Interpersonal Perception. New York: WH Freeman.

Robbins, T. (1984). Constructing cultist “mind control”. Sociological Analysis, 45(3), 241-256

Singer, M. (1977). Therapy with ex-cultists. National Association of Private Psychiatric Hospitals Journal, 9(4), 15-18.

Tourish, D., & Pinnington, A. (2002). Transformational leadership, corporate cultism and the spirituality paradigm: An unholy trinity in the workplace? Human Relations, 55(2), 147-172.

Tourish, D., & Vatcha, N. (2005). Charismatic leadership and corporate cultism at Enron: The elimination of dissent, the promotion of conformity and organizational collapse. Leadership, 1(4), 455-480.

Wikipedia (2017). Love bombing. Located at: https://en.wikipedia.org/wiki/Love_bombing

Blocking out the pain: Tetris, trauma, and Game Transfer Phenomena

Unwanted visual intrusions are characteristic of Post-Traumatic Stress Disorder (PTSD). According to Dr. Emily Holmes and her colleagues in a 2009 paper in the journal PLoS ONE, one innovative intervention for inhibiting unwanted intrusions is playing the Tetris videogame, described as a ‘cognitive vaccine’ in preventing intrusions after traumatic events. Playing Tetris consumes heavy visuospatial working memory resources that potentially compete with cognitive resources required for elaboration of visual imagery. Since Holmes and colleagues’ study, other studies have used Tetris to inhibit intrusive imagery including more studies by Holmes and her colleagues and others by Ella James’ research group, as well as some innovative studies using Tetris to reduce drug cravings by Jessica Storka-Brown and her colleagues (see ‘Further reading’ below). However, none of these studies assessed the role of videogame content after playing in relation to Game Transfer Phenomena (GTP), an area that we have carried out a lot of research into (see ‘Further reading’ below).

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GTP research has investigated non-volitional experiences (e.g., altered sensorial perceptions and automatic mental processes/behaviours) mostly experienced after gaming. Gamers often report sensorial (visual/auditory) intrusions after playing (e.g., visual and auditory imagery, hallucinations). In a survey of 2,362 gamers that we published in a 2016 issue of the International Journal of Human-Computer Interaction, most (77%) had visualized images from a variety of videogames (including tile-puzzle games) with closed-eyes, and one-third (31%) had visualized images with open-eyes. Other studies have experimentally induced videogame-related visualizations at sleep onset (including studies by Stickgold and colleagues [2000], Wamsley and colleagues [2010], Kusse and colleagues [2012] – see ‘Further reading’).

James and colleagues’ 2015 study in the journal Psychological Science was the first to make explicit reference to GTP (referred to as the ‘Tetris effect’ [TE]). In 2012, we argued the TE term is misleading as it suggests repetition is the core of transfer effects. However, other factors are involved. Research concerning GTP makes the distinction between sensorial modalities facilitating non-volitional phenomena with videogame content that occur along the continuum from mild to severe. Moreover, the descriptive constructs of GTP are empirically based on our analysis of 3,500+ gamers and have been examined via confirmatory factor analysis demonstrating good reliability and validity.

James and her colleagues tested if playing Tetris offered a protective mechanism against re-experiencing traumatic events. Healthy participants (n=56) were randomly assigned to either playing Tetris for 11 minutes, or doing nothing before exposure to a 12-minute traumatic film. Image-base memories about the film were then registered in a one-week dairy. However, playing Tetris as a proactive interference task before watching the film did not show significant results. James and colleagues offered different explanations including: (i) duration of the task in relation to film length, (ii) temporal contingencies between the tasks, (iii) differences between the task types, (iv) videogame types used, and (v) reactivation of gameplay during the film for aided interference. In a commentary paper published in a 2016 issue of Frontiers in Psychology, we discussed these findings and some of its shortcomings in relation to GTP literature.

  • Duration of task in relation to film length: Playing Tetris for 11 minutes may not have been long enough to compete with the consolidation of memory of the 12-minute film. GTP are significantly more likely to occur when playing 3-6 hours. Our research reported only 4% of gamers reported GTP when playing sessions shorter than one-hour. Laboratory experiments have taken days of playing to induce game-related visualizations at sleep onset.
  • Temporal contingencies between gaming and film watching: The tasks were performed minutes apart from each other. GTP mostly occur soon after stopping playing but our research has found that gamers have also reported GTP days after playing. In most cases, duration of experience is very short (seconds/minutes) but in some cases hours or longer.
  • Differences between the tasks: Previous studies have demonstrated that similar tasks aid interference. However, watching a film is a passive activity while gaming is interactive requiring additional perceptual/motor skills. Therefore, it may be expected that gaming is more potent as interference task, particularly because inducing the subjective sense of presence in the virtual world may strengthen the interference.
  • Type of videogame used as interference task and emotional content of film: The unrealistic (geometric) Tetris content may have been overwritten by the film’s traumatic images. Visualization of stereotypical games induced at sleep onset are characterized by lack of emotion, assuming that the amygdala and the reward system are not involved. In GTP research, emotions in tile-matching puzzle-games are incomparable to emotions in realistic videogames.
  • Reactivation of gameplay during the film for aided interference: The use of cue reminders may have potential in reviving videogame content. In many cases, thoughts and altered perceptions are triggered by game-related cues. Selective attention toward game-related cues has been demonstrated in experiments. GTP have been reported in variety of videogame genres particularly those that have very realistic graphics and settings. Therefore, more realistic games may aid associations between real life stimuli and videogame content, and may be more effective in competing with memories of traumatic events.

In our Frontiers paper, we noted that playing Tetris is not only an effective visuospatial task (overloading working memory resources needed for imagery-formation while playing), but as demonstrated in our GTP studies, videogame content stays active after playing (e.g., mental imagery, sensory perceptions), and may offer additional benefits for managing unwanted intrusions. GTP may potentially strengthen effects of interference tasks but should be used cautiously, because videogame content not only targets unwanted intrusions, but also influences individual cognitions, perceptions, and behaviours in day-to-day contexts (e.g., attention bias, lack of task awareness, control inhibition failures). Moreover, our studies have shown distress and dysfunction have been reported with GTP.

Consequently, further research needs conducting to identify: (i) videogames that are most effective, (ii) playing duration, (iii) factors that reduce intervention efficacy and strategies to control them, and (iv) individuals that may benefit the most from such intervention. While using videogames as intervention tools for preventing unwanted imagery from traumatic experiences has potential, therapeutically it is still at an early stage.

  • (Please note: This blog was co-written with Dr. Angelica Ortiz de Gortari and is based on an article we published in Frontiers in Psychology: Ortiz de Gortari, A.B. & Griffiths, M.D. (2016). Playing the computer game Tetris prior to viewing traumatic film material and subsequent intrusive memories: Examining proactive interference. Frontiers in Psychology, 7, 260. doi: 10.3389/fpsyg.2016.00260)

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

Further reading

Holmes, E. A., James, E. L., Kilford, E. J., & Deeprose, C. (2010). Key steps in developing a cognitive vaccine against traumatic flashbacks: Visuospatial Tetris versus Verbal Pub Quiz. PloS ONE, 5(11), e13706.

James, E. L., Bonsall, M. B., Hoppitt, L., Tunbridge, E. M., Geddes, J. R., Milton, A. L., & Holmes, E. A. (2015a). Computer game play reduces intrusive memories of experimental trauma via reconsolidation-update mechanisms. Psychological Science. doi: 10.1177/0956797615583071

James, E. L., Zhu, A. L., Tickle, H., Horsch, A., & Holmes, E. A. (2015b). Playing the computer game Tetris prior to viewing traumatic film material and subsequent intrusive memories: Examining proactive interference. Journal of Behavior Therapy and Experimental Psychiatry. doi: 10.1016/j.jbtep.2015.11.004

Kusse, C., Shaffii-Le Bourdiec, A., Schrouff, J., Matarazzo, L., & Maquet, P. (2012). Experience-dependent induction of hypnagogic images during daytime naps: A combined behavioural and EEG study. Journal of Sleep Research, 21(1), 10-20.

Ortiz de Gortari, A. B., Aronsson, K., & Griffiths, M. D. (2011). Game Transfer Phenomena in video game playing: A qualitative interview study. International Journal of Cyber Behavior, Psychology and Learning 1(3), 15-33.

Ortiz de Gortari, A. B., & Griffiths, M. D. (2012). An introduction to Game Transfer Phenomena in video game playing. In J. I. Gackenbach (Ed.), Video Game Play and Consciousness (pp. 223-250). Hauppauge, NY: Nova Publisher.

Ortiz de Gortari, A. B., & Griffiths, M. D. (2014a). Altered visual perception in Game Transfer Phenomena: An empirical self-report study. International Journal of Human-Computer Interaction, 30(2), 95-105.

Ortiz de Gortari, A. B., & Griffiths, M. D. (2014b). 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. (2014c). 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(4), 1-21.

Ortiz de Gortari, A. B., & Griffiths, M. D. (2015a). Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study. Computers in Human Behavior, 51, 195-202.

Ortiz de Gortari, A.B. & Griffiths, M.D. (2016). Prevalence and characteristics of Game Transfer Phenomena: A descriptive survey study. International Journal of Human-Computer Interaction, 32, 470-480.

Ortiz de Gortari, A.B., Oldfield, B. & Griffiths, M.D. (2016). An empirical examination of factors associated with Game Transfer Phenomena severity. Computers in Human Behavior, 64, 274-284.

Ortiz de Gortari, A. B., Pontes, H. M. & Griffiths, M. D.  (2015). The Game Transfer Phenomena Scale: An instrument for investigating the nonvolitional effects of video game playing. Cyberpsychology, Behavior, and Social Networking 10, 588-594

Skorka-Brown, J., Andrade, J., & May, J. (2014). Playing ‘Tetris’ reduces the strength, frequency and vividness of naturally occurring cravings. Appetite, 76 , 161-165.

Skorka-Brown, J., Andrade, J., Whalley, B., & May, J. (2015). Playing Tetris decreases drug and other cravings in real world settings. Addictive Behaviors, 51, 165-170.

Stickgold, R., Malia, A., Maguire, D., Roddenberry, D., & O’Connor, M. (2000). Replaying the Game: Hypnagogic images in normals and amnesics. Science, 290(5490), 350-353.

Wamsley, E. J., Perry, K., Djonlagic, I., Reaven, L. B., & Stickgold, R. (2010). Cognitive replay of visuomotor learning at sleep onset: Temporal dynamics and relationship to task performance. Sleep, 1(33), 59-68.

 

Ad-ding to the gambling literature: A brief overview of our recent papers on sports gambling advertising

Over the last 18 months I have been working with Dr. Hibai Lopez-Gonzalez on a project examining online sports betting and online sports betting advertising. We have already had eight papers accepted for publication and today’s blog briefly rounds up the ones that specifically relate to online sports betting. If you would like copies of them, please click on the hyperlinks. If you are unable to access them, then drop me an email and I will send you a copy (mark.griffiths@ntu.ac.uk).

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Lopez-Gonzalez, H., Estevez, A. & Griffiths, M.D. (2017). Marketing and advertising online sports betting: A problem gambling perspective. Journal of Sport and Social Issues, 41, 256-272.

  • In this article, online sports betting is explored with the objective of critically examining the potential impact on problem gambling of the emerging product features and advertising techniques used to market it. First, the extent of the issue is assessed by reviewing the sports betting prevalence rates and its association with gambling disorders, acknowledging the methodological difficulties of an unambiguous identification of what exactly constitutes sports-related gambling today. Second, the main changes in the marketization of online betting products are outlined, with specific focus on the new situational and structural characteristics that such products present along with the convergence of online betting with other adjacent products. Third, some of the most prevalent advertising master narratives employed by the betting industry are introduced, and the implications for problem gamblers and minors are discussed.

Guerrero-Solé, F., Lopez-Gonzalez, H., Griffiths, M.D. (2017). Online gambling advertising and the Third-Person Effect: A pilot study. International Journal of Cyber Behavior, Psychology and Learning, 7(2), 15-30.

  • Gambling disorder is known to have a negatively detrimental impact on affected individual’s physical and psychological health, social relationships, and finances. Via remote technologies (e.g., Internet, mobile phones, and interactive television), gambling has come out of gambling venues and has brought the potential for online gambling to occur anywhere (e.g., the home, the workplace, and on the move). Alongside the rise of online gambling, online gambling advertising have spread throughout all type of media. In a sample of 201 Spanish university students, the present study explored the perceived influence of online gambling advertising. More specifically it examined the Third-Person Effect (TPE), and its consequences on individuals’ willingness to support censorship or public service advertising. The findings demonstrate that despite the difference on the perception of the effects of online gambling advertising, it scarcely accounts for the behavioural outcomes analysed. On the contrary, awareness of problem gambling and, above all, paternalistic attitudes appear to explain this support

Lopez-Gonzalez, H. & Griffiths, M.D. (2017). Betting, forex trading, and fantasy gaming sponsorships – A responsible marketing inquiry into the ‘gamblification’ of English football. International Journal of Mental Health and Addiction. doi: 10.1007/s11469-017-9788-1

  • Environmental stimuli in the form of marketing inducements to gamble money on sports have increased in recent years. The purpose of the present paper is to tackle the extended definition of the gamblification of sport using sponsorship and partnership deals of gambling, forex trading, and fantasy gaming as a proxy for assessing its environmental impact. Using data concerning sponsorship deals from English Football Premier League, the paper builds on the evidence of English football’s gamblification process to discuss the impact that the volume, penetration, and marketing strategies of sports betting might have on public health and wellbeing. Findings demonstrate that gambling marketing has become firmly embedded in the financial practices of many English Premiership football clubs. It is argued that such associations are not trivial, and that the symbolic linkage of sport and newer gambling forms may become an issue of public health, especially affecting vulnerable groups such as minors and problem gamblers. The present study is the first to explore in-depth the relationship and potential consequences and psychosocial impacts of sports-related marketing, particularly in relation to football.

Lopez-Gonzalez, H., Guerrero-Sole, F. & Griffiths, M.D. (2017). A content analysis of how ‘normal’ sports betting behaviour is represented in gambling advertising. Addiction Research and Theory, in press.

  • Previous research has suggested that motives play an important role in several potentially addictive activities including online gaming. The aims of the present study were to (i) examine the mediation effect of different online gaming motives between psychiatric distress and problematic online gaming, and (ii) validate Italian versions of the Problematic Online Gaming Questionnaire, and the Motives for Online Gaming Questionnaire. Data collection took place online and targeted Italian-speaking online gamers active on popular Italian gaming forums, and/or Italian groups related to online games on social networking sites. The final sample size comprised 327 participants (mean age 23.1 years [SD=7.0], 83.7% male). The two instruments showed good psychometric properties in the Italian sample. General psychiatric distress had both a significant direct effect on problematic online gaming and a significant indirect effect via two motives: escape and fantasy. Psychiatric symptoms are both directly and indirectly associated with problematic online gaming. Playing online games to escape and to avoid everyday problems appears to be a motivation associated with psychiatric distress and in predicting problematic gaming.

Lopez-Gonzalez, H. Estevez, A., Jimenez-Murcia, S. & Griffiths, M.D. (2017). Alcohol drinking and low nutritional value food eating behaviour of sports bettors in gambling adverts. International Journal of Mental Health and Addiction. doi: 10.1007/s11469-017-9789-0

  • The prevalence of sports betting advertising has become a major concern for gambling regulators, particularly since the legalization of online gambling in many European jurisdictions. Although the composition of gambling advertisement narratives has received some limited attention, nothing is known regarding how betting advertisements (often referred to as ‘adverts’ or ‘commercials’) might be associating gambling with other potentially risky behaviors. The present paper examines the representation of alcohol drinking and low nutritional value food eating in sports betting advertising. By means of a mixed-methods approach to content analysis, a sample of British and Spanish soccer betting adverts was analyzed (N=135). The results suggest that betting advertising aligns drinking alcohol with sports culture, and significantly associates emotionally-charged sporting situations such as watching live games or celebrating goals with alcohol. Additionally, alcohol drinking is more frequent in betting adverts with a higher number of characters, linking friendship bonding and alcohol drinking (especially beer) in the context of sports gambling.

Lopez-Gonzalez, H., Estévez, A. & Griffiths, M.D. (2017). Controlling the illusion of control: A grounded theory of sports betting advertising in the UK. International Gambling Studies, in press.

  • Sports betting advertising has arguably permeated contemporary sport consumption in many countries. Advertisements build narratives that represent situations and characters that normalize betting behaviour and raise public concerns regarding their detrimental effect on vulnerable groups. Adopting a grounded theory approach, the present study examined a British sample of sports betting advertisements (N = 102) from 2014 to 2016. The analysis revealed that individual themes aligned in a single core narrative, constructing a dual persuasive strategy of sports betting advertising: (i) to reduce the perceived risk involved in betting (with themes such as betting with friends, free money offers, humour, or the use of celebrities) while (ii) enhancing the perceived control of bettors (including themes of masculinity and sport knowledge). In addition, new technological features of sports betting platforms (e.g. live in-play betting) were used by advertisers to build narratives in which the ability to predict a sports outcome was overlapped by the ability of bettors to use such platforms, equalizing the ease of betting with the ease of winning. Based on the data analysed, it was concluded that the construction of a magnified idea of control in sports betting advertising is a cause for concern that requires close regulatory scrutiny.

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

Further reading

Griffiths, M.D. (1997). Children and gambling: The effect of television coverage and advertising. Media Education Journal, 22, 25-27.

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

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

Lopez-Gonzalez, H. & Griffiths, M.D. (2016). Is European online gambling regulation adequately addressing in-play betting advertising? Gaming Law Review and Economics, 20, 495-503.

Lopez-Gonzalez, H. & Griffiths, M.D. (2017). ‘Cashing out’ in sports betting: Implications for problem gambling and regulation. Gaming Law Review: Economics, Regulation, Compliance and Policy, 21(4), 323-326.

Lopez-Gonzalez, H. & Griffiths, M.D. (2017). Understanding the convergence of online sports betting markets. International Review for the Sociology of Sport, in press.

Learning, yearning, but not earning: A brief look at student gambling

Last week, the UK Gambling Commission put out a press release relating to student gambling. Having been in the university sector for as long as I have been researching gambling (i.e., 30 years), student gambling is an area that has always been close to my professional heart. I have published dozens of papers on youth gambling and student gambling over the last three decades (see ‘Further reading’ below for a few examples).

With my daughter leaving home to go to university this week there are lots I could potentially worry about and gambling isn’t necessarily my main concern where my daughter is concerned, but gambling is still of concern to me especially because a study I published back in 2012 with Luke Benson and Dr. Christine Norman (in the International Journal of Mental Health and Addiction) found that first year university students gambled more than final year students and were more susceptible to problem gambling compared to final year students.

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The Gambling Commission have just published their own research into the topic. They hired Youth Sight who conducted 1,000 online interviews with undergraduate students in August 2017 (the students were part of an online panel recruited from applicants through Universities and Colleges Admission Service). The quotas chosen reflected the UK student population in terms of gender, course year and university group. Here are some of their key findings:

  • Two-thirds of students had gambled in the previous month
  • Over half of student gamblers (54%) engaged in gambling to make money
  • Two-fifths of students said they felt guilty after they had gambled
  • One in eight student gamblers had missed lectures due to gambling
  • One in four student gamblers (25%) had spent more money gambling than they could afford
  • One in 25 student gamblers (4%) were in debt because of their gambling
  • One in four students that had a gambling debt, had a debt of over £10,000

The Gambling Commission noted there were are number of limitations with the study. They specifically noted that gambling participation rates may have been higher than if the data had been collected using other methodologies (telephone, face-to-face interviews) due to the self-selecting nature of online surveys. However, online surveys were chosen due to students’ access to technology and the availability of a representative panel via this method. 

On the back of their survey, the Gambling Commission also provided their top ten tips to help students avoid getting into trouble with gambling. I have reproduced them here verbatim.

  • Ask yourself why you are gambling: Are you gambling to escape debt or as a way to make quick money? Think carefully about your motivations to gamble. Gambling shouldn’t be seen as the answer to improving your personal finances. If you have concerns about money, speak to a financial adviser or student support services.
  • Monitor how often you’re gambling online: Websites must give you access to historic account activity. This means you can see exactly when, how much and what you’ve been gambling on over time and make well-informed choices about what to do next.
  • Keep track of how much time you’ve spent gambling: With a reality check, you can set alerts to pop up on screen, which help you to monitor the time spent gambling either online or on gaming machines in a betting shop.
  • Limit how much you can spend: If you’re concerned about how much money you’re gambling, you can set a limit on how much you spend across individual gambling products online. You can also set a limit on how much you spend on gaming machines in a betting shop.
  • Give yourself a timeout: During a timeout, you can block yourself from gambling online for a set amount of time, of up to 6 weeks, and even bar yourself from gambling during a specific time of day.
  • Need a longer break? Self-exclude from gambling firms for a minimum of 6 months: If you think you are spending too much time or money gambling – whether online or in gambling premises – you can ask to be self-excluded. This is when you ask the company to stop you from gambling with them for a period of time. The exclusion will last for a minimum of least six months. Self-exclusion can be used if you think you have a problem with gambling and want help to stop. [The Gambling Commission] are also working with industry representatives to develop a national online self-exclusion scheme.
  • Read the terms and conditions: Did you know almost 80% of gamblers haven’t read the terms and conditions on the websites they are gambling on? By taking the time to read the T&Cs, you can ensure you understand exactly what you are gambling on, and what restrictions are attached to promotions and bonus offers (such as a minimum spend level before the bonus is paid) – this will help you make an informed decision.
  • Make sure the website you’re gambling with is licensed: Make sure you’re gambling with a Gambling Commission licensed business. This means you’ll be protected by gambling and consumer protection rules in Great Britain. Licensed gambling businesses must display that they are licensed and provide a link to our licence register where you can see what type of activities they are allowed to offer and also if we have taken any regulatory action against them.
  • Check how your money is protected: Any gambling business that holds customer funds must explain in their T&Cs how customer funds are protected if the business goes bust – this should help you decide who you want to gamble with.
  • Feel it’s getting too much? Talk to someone: There are a number of gambling support groups available if you feel your gambling is getting out of control or too much. More information about the signs of problem gambling can be found on the Gambleaware and Gamcare websites [You can call the National Gambling Helpline on Freephone 0808 8020 133]. They also provide general information about gambling, including how to gamble safely and where to get help if you or someone you know has problems with their gambling.

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

Further reading

Benson, L., Norman, C. & Griffiths, M.D. (2012). The role of impulsivity, sensation seeking, coping, and year of study in student gambling: A pilot study. International Journal of Mental Health and Addiction, 10, 461-473.

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

Canale, N., Vieno, A., Lenzi, M., Griffiths, M.D., Borraccino, A., Lazzeri, G., Lemma, P., Scacchi, L., Santinello, M. (2017). Income inequality and adolescent gambling severity: Findings from a large-scale Italian representative survey. Frontiers in Psychology, 8, 1318. doi: 10.3389/fpsyg.2017.01318

Gambling Commision (2017). Commission raises awareness of potential risks for students who gamble. September 12. Located at: http://www.gamblingcommission.gov.uk/news-action-and-statistics/news/2017/Commission-raises-awareness-of-potential-risks-for-students-who-gamble.aspx

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

Griffiths, M.D. (2002). Adolescent gambling: What should teachers and parents know? Education and Health, 20, 31-35.

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

Griffiths, M.D. (2008). Adolescent gambling in Great Britain. Education Today: Quarterly Journal of the College of Teachers. 58(1), 7-11.

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

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

Griffiths, M.D. & Calado, F. (2017). Adolescent gambling. Reference Module in Neuroscience and Biobehavioral Psychology (pp. 1-12). Oxford: Elsevier.

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

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

Fanable Collector: A personal insight into the psychology of a record-collecting completist (Part 2)

In a previous blog I briefly outlined the mindset of being an excessive record collecting completist using myself as a case study. That particular article contained some of the extreme and excessive lengths I have gone through on a general level when it comes to collecting music by particular artists. What I thought I would do in this blog is write a brief but more detailed account of my most recent music completist (and some would argue obsessive) activity concerning the British rock band The Move who were active in the late 1960s and early 1970s.

I had liked The Move since my early teenage years after buying a 10-track cassette (The Greatest Hits Vol. 1) in my local Woolworths shop in my home town of Loughborough. The cassette was on the budget Pickwick record label and I bought it because it only cost 99p. (In fact, I bought dozens of budget albums at Woolworths in the early 1980s including many Pickwick compilation cassettes and many vinyl records on the MFP [Music for Pleasure] record label mainly because they were priced £1.99 or less and the same price as 12” singles at the time). I had only ever heard a few songs by The Move on BBC Radio 1 (my preferred music station in my teenage years) including ‘Flowers In The Rain’, ‘Fire Brigade’, and ‘I Can Hear The Grass Grow’. Because the cassette featured all three of these songs I bought it on impulse and was not disappointed.

Over the years, the albums that I had on cassette and vinyl were slowly replaced by CDs but The Move’s greatest hits LP was one of the few that slipped through the cracks and which I never got on CD – until about a six weeks ago. As ever, the buying of the CD was an impulse purchase following a ‘You might like…’ recommendation from Amazon. I had just bought a couple of ‘glam rock’ CDs and (as Amazon always do) I got a personal recommendation that I might like The Move’s greatest hits CD because I had bought greatest hits CDs by T-Rex and Slade.

The album that I was recommended was Magnetic Waves of Sound: The Best of The Move, a 21-track LP featuring all their singles and released earlier this year (“magnetic waves of sound” is one of the lyrics from ‘I Can Hear The Grass Grow’ in case you were wondering). I bought it not only because it contained all the 10 tracks that were on my Pickwick label cassette that I bought in the early 1980s, but also because it had an accompanying DVD of many rare performances of The Move on TV from the late 1960s. I ordered the 2-disc set and as soon as it arrived I uploaded it onto my i-Pod and played it repeatedly for the next few days. In fact, I played it three or four times a day for the following week. I absolutely loved it – despite the mixture of different song styles from four different line-ups of the band during the 1967-1972 era.

I haven’t got time to go into the history of the band but most fans of the band tend to differentiate between the line-up featuring Carl Wayne as lead singer (with all the original songs being written by Roy Wood) and the later incarnation after Carl Wayne had left and was replaced by Jeff Lynne (who shared songwriting and lead vocal duties with Roy Wood). Roy Wood and drummer Bev Bevan were the only two in all the different line-ups over the years.

Within a few days of playing the CD, my thirst for The Move was unquenchable. After just four days listening to the ‘best of’ album on repeat, I ordered all four of The Move’s back catalogue studio LPs – Move (1968), Shazam (1970), Looking On (1970), and Message From The Country (1971). Not only were all four albums still available but all had recently been re-released in ‘deluxe’ and remastered editions with many extra discs’ worth of unreleased material including dozens of tracks from BBC radio sessions over the years. The four albums soon arrived and I had eight new discs of music to gorge myself on. They arrived just before I went on my family holiday to the Canary Islands so I had lots of time (without work) to listen to the music on the plane, by the pool, while I was reading, and in when going to bed (I always listen to a couple of LPs in bed every night before I go to sleep).

While I was on holiday I was reading lots of online articles about The Move while listening to their albums. It was at this point that I decided that I had to have every track they’ve ever recorded in my collection (irrespective of whether I like the songs or not). This is one of the worst things about being an avid collector and song completist. I simply have to have every note – good or bad – that has been recorded by the band (including live albums). I soon found out that The Move had only released two live albums (Something Else From The Move and Live At The Fillmore 1969) so I ordered those while I was on holiday (and they were waiting for me on my doormat when I arrived back home). Thankfully, both of these feature lots of songs that are not on any of their four albums and they also happened to be a great band when playing live (but I didn’t know that until after I’d ordered). There was also an LP of session tracks they recorded for the BBC (the unimaginatively titled BBC Sessions) but thankfully all of those tracks (and more) were included as extras on the deluxe editions of their studio LPs (which I already had). Good job too because it sells for hundreds of pounds on sites like Amazon and eBay.

Finally, there were two anthology box sets. The first one (Movements, issued in 1998) was a 3-disc set, but again, all the rare tracks on that set featured in the extras of the more recently remastered deluxe edition versions of their studio LPs (so I decided I didn’t need to get that). However, a more recent 4-disc box set (The Move Anthology 1966-1972, issued in 2008) had lots of tracks and alternate versions of songs that weren’t available anywhere else and exclusive to this particular CD boxset. I went online and found various online websites selling it secondhand for exorbitant prices (around £125; I’d managed to get all the other seven albums for around £80 in total). I would have gladly paid the price for such an overpriced item (and that is another downside of being a completist – we will pay over the odds to complete our collections – even if there is just one or two tracks that I don’t own), but thankfully I found a secondhand set on Discogs for just over £30. Bargain! I quickly ordered it (“only one copy left”) and had it in my possession within 36 hours of ordering. In the space of about three weeks I had completed my collection of everything The Move had legally and commercially produced.

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But a completist collectors never end there. We then start to track down illegal bootlegs (typically online but also at various record fairs around the country). We seek out rarer and rarer items and build up a kind of tolerance that can never be totally satisfied until in the possession of new recorded material. I only managed to locate five bootlegs by The Move and there were no tracks on them that didn’t feature in the albums already owned (so I wasn’t tempted to buy any of them – other completists have to own all recorded output irrespective of whether they already have the tracks in question). I then went onto YouTube and found some rare live performances which I converted into MP3s to make my own unofficial rare bootleg LP collection of The Move live. But that still didn’t satisfy my thirst for material by The Move. I wanted more.

Much of the reading I did online about The Move during my summer holiday featured quite a lot on the 1970-1972 period (when Jeff Lynne joined) where there were actually two bands in operation simultaneously – The Move and the embryonic Electric Light Orchestra (ELO). As a child (11-12 years old) I loved E.L.O. and had bought their Discovery album on cassette because I loved the track ‘Don’t Bring Me Down’ (and still do to be honest). However, I never realized in my early teens that Jeff Lynne had been in the later line-ups of The Move. Given that the Electric Light Orchestra were actually The Move in all but name at the beginning of the 1970s, I also ended up buying a 2-CD collection called The Harvest Years (a new copy for just £6) featuring all of the tracks on the first two ELO albums (The Electric Light Orchestra and ELO 2) plus dozens of extra outtakes and b-sides. ELO’s mission statement was to produce ‘symphonic’ rock fusing elements of classical music and instrumentation (cellos, violins, etc.) into the rock genre. In fact, the only reason The Move still existed as a band was because they were contractually obligated by their record company to produce two more albums. In reality, Wood and Lynne’s only aim was to get ELO up and running and the first ELO album was recorded at the same time as the last album by The Move. ELO’s first hit single (‘10538 Overture’) was originally recorded as a Move b-side. The Move’s last top ten hit single (‘California Man’) crossed over with ELO’s first top ten hit single in the British charts and had identical core line-ups (Wood, Lynne and Bevan).

 

I then found out that Jeff Lynne and Roy Wood had been friends for years in Birmingham where they both lived and served their musical apprenticeships. In fact, The Move had recorded a demo version of ‘Blackberry Way’ (their only No.1 hit in the UK) in Lynne’s homemade studio while he was lead singer in his own band (The Idle Race). Roy Wood had also asked Lynne to join The Move in 1969 but Lynne felt he could still get somewhere with his own band. The Idle Race were also one of the first bands to perform a cover version of a song by The Move – ‘Here We Go Round The Lemon Tree’). This led me to buying a secondhand copy of the complete (2-CD) recorded works of everything by The Idle Race ever commercially released (Back To The Story) for just £5. Bargain!

But my thirst for Move-related music didn’t end there. I then found out that there were various tracks that Roy Wood had written during his tenure with The Move and Electric Light Orchestra (Mk.1) and that ended up on his subsequent LPs (most noticeably his Boulders album). I subsequently bought Boulders as part of a £10 Roy Wood 5-CD boxset also featuring LPs by his next band Wizzard as well as ELO’s first LP and The Move’s final LP (both of which I already had but £10 for three new albums seemed good value to me). I then bought a ‘greatest hits’ CD of Roy Wood and Wizzard (for a couple of quid).

As I write this, for the last two weeks, I’ve been slowly buying up the rest of ELO’s album back catalogue. For the best part of three decades, ELO were one of my guilty pleasures as I had quite a few of their late 1970s albums on my iPod (as well their Light Years greatest hits collection). I now have all the albums ELO recorded in the 1970s as well as the most recent (2015) platinum-selling Alone In The Universe. I managed to get all of these for less than £20 in total. Bargain! However, whether I will end up being an ELO completist remains to be seen. A lot of their post-1980 output is not something I can honestly say I like. But who knows? As I said above, one of the worst things about being a completist is buying music that we don’t like but collect just to complete our collections. With ELO, it’s definitely a case of ‘Watch this space’.

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

Further reading

Brumbeat (2017). The Move. Located at: http://www.brumbeat.net/move.htm

Paytress, M. (2008). Liner notes in book included in the 4-CD The Move Anthology 1966-1972. Salvo/Fly Records.

Van der Kiste, J. (2014). Jeff Lynne: Electric Light Orchestra – Before and After. Stroud: Fonthill Media.

Van der Kiste, J. (2014). Roy Wood: The Move, Wizzard and Beyond. CreateSpace Independent Publishing Platform.

Wikipedia (2017). Carl Wayne. Located at: https://en.wikipedia.org/wiki/Carl_Wayne

Wikipedia (2017). Electric Light Orchestra. Located at: https://en.wikipedia.org/wiki/Electric_Light_Orchestra

Wikipedia (2017). Jeff Lynne. Located at: https://en.wikipedia.org/wiki/Jeff_Lynne

Wikipedia (2017). Roy Wood. Located at https://en.wikipedia.org/wiki/Roy_Wood

Wikipedia (2017). The Move. Located at: https://en.wikipedia.org/wiki/The_Move

Screenagers in love: Adolescent screen time, content, and context

In 1999, the American Academy of Pediatrics (AAP) advocated the ‘2×2’ screen time guidelines to parents that their children should be restricted to no more than 2 hours of screen time a day and that children under 2 years of age should not be exposed to any screen time at all. Not only is this unworkable in today’s multi-media world but the guidelines are not based on scientific evidence. Thankfully, the AAP have revised their guidelines in the light of how today’s children actually engage with screen-based interactive technologies. For me, the issue is not about the amount of screen time but is about the content and the context of screen use. I have three ‘screenagers’ (i.e., children often referred to as ‘digital natives’ who have never known a world without the internet, mobile phones and interactive television) who all – like me – spend a disproportionate amount of their everyday lives on front of a screen for both work/educational and leisure purposes. Engaging in a lot of screen-based activities is not inherently negative – it’s simply a case of doing things differently than we did 20 years ago.

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One online activity that has received a lot of criticism in the media is the playing of online videogames. However there is now a wealth of research which shows that video games can be put to educational and therapeutic uses, as well as many studies which reveal how playing video games can improve reaction times and hand-eye co-ordination. Their interactivity can stimulate learning, allowing individuals to experience novelty, curiosity and challenge that stimulates learning. Although I have published many studies concerning online gaming addiction, there is little empirical evidence that moderate gaming has any negative effects whatsoever. In fact, many excessive players experience detrimental effects.

Over the past 15 years I have spent time researching the excessive playing of online videogames like Everquest and World of Warcraft (WoW). Online gaming involves multiple reinforcements in that different features might be differently rewarding to different people. In video games more generally, the rewards might be intrinsic (e.g. improving your highest score, beating your friend’s high score, getting your name on the “hall of fame”, mastering the game) or extrinsic (e.g. peer admiration).

In online gaming, there is no end to the game and there is the potential for gamers to play endlessly. This can be immensely rewarding and psychologically engrossing. For a small minority of people, this may lead to addiction where online gaming compromises everything else in their lives. However, playing excessively doesn’t necessarily make someone an addict. A few years ago in the International Journal of Mental Health and Addiction, I published two case study accounts of two males who claimed that they were gaming for up to 80 hours a week. They were behaviourally identical in terms of their game playing, but very different in terms of their psychological motivation to play.

The first case was an unemployed single 21-year old male. His favourite online game was World of Warcraft and that since leaving university he had spent an average of 10 to 14 hours a day playing WoW. He claimed that WoW had a positive influence in his life and that most of his social life was online and that it increased his self-esteem. He also argued that he had no other commitments and that he had the time and the flexibility to play WoW for long stretches. Gaming provided a daily routine when there was little else going on. There were no negative detrimental effects in his life. When he got a job and a girlfriend, his playing all but stopped.

The second case was 38-year old male, a financial accountant, married and had two children. He told me that over the previous 18 months, his online playing of Everquest had gone from about 3-4 hours of playing every evening to playing up to 14 hours a day. He claimed that his relationship was breaking down, that he was spending little time with his children, and that he constantly rang in sick to work so that he could spend the day playing online games. He had tried to quit playing on a number of occasions but could not go more than a few days before he experienced “an irresistible urge” to play again – even when his wife threatened to leave him.

Giving up online gaming was worse than giving up smoking and that he was “extremely moody, anxious, depressed and irritable” if he was unable to play online. Things got even worse. He was fired from his job for being unreliable and unproductive (although his employers were totally unaware of his gaming behaviour). As a result of losing his job, his wife also left him. This led to him “playing all day, every day”. It was a vicious circle in that his excessive online gaming was causing all his problems yet the only way he felt he could alleviate his mood state and forget about all of life’s stresses was to play online games even more.

I argued that only the second man appeared to be genuinely addicted to online gaming but that the first man wasn’t. I based this on the context and consequences of his excessive play. Online gaming addiction should be characterized by the extent to which excessive gaming impacts negatively on other areas of the gamers’ lives rather than the amount of time spent playing. For me, an activity cannot be described as an addiction if there are few (or no) negative consequences in the player’s life even if the gamer is playing up to 14 hours a day. The difference between a healthy enthusiasm and an addiction is that healthy enthusiasms add to life, addictions take away from it.

Every week I receive emails from parents claiming that their sons are addicted to playing online games and that their daughters are addicted to social media. When I ask them why they think this is the case, they almost all reply “because they spend most of their leisure time in front of a screen”. This is simply a case of parents pathologising their children’s behaviour because they think what they are doing is “a waste of time”. I always ask parents the same three things in relation to their child’s screen use. Does it affect their schoolwork? Does it affect their physical education? Does it affect their peer development and interaction? Usually parents say that none of these things are affected so if that is the case, there is little to worry about when it comes to screen time. Parents also have to bear in mind that this is how today’s children live their lives. Parents need to realise that excessive screen time doesn’t always have negative consequences and that the content and context of their child’s screen use is more important than the amount of screen time.

(Please note: This article is an extended version of an article that was originally published by the London School of Economics’ Media Policy Project)

Dr Mark Griffiths, Professor of Behavioural Addiction, 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. (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. (2013). Adolescent gambling via social networking sites: A brief overview. Education and Health, 31, 84-87.

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. (2014). Child and adolescent social gaming: What are the issues of concern? Education and Health, 32, 9-12.

Griffiths, M.D. (2014). Gaming addiction in adolescence (revisited). Education and Health, 32, 125-129.

Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.

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. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.

Kuss, D.J. & Griffiths, M.D. (2012). Internet gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.

Lopez-Fernandez, O., Honrubia-Serrano, M.L., Baguley, T. & Griffiths, M.D. (2014). Pathological video game playing in Spanish and British adolescents: Towards the Internet Gaming Disorder symptomatology. Computers in Human Behavior, 41, 304–312.

Pápay, O., Urbán, R., Griffiths, M.D., Nagygyörgy, K., Farkas, J. Kökönyei, G., Felvinczi, K., Oláh, A., Elekes, Z., Demetrovics, Z. (2013). Psychometric properties of the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and prevalence of problematic online gaming in a national sample of adolescents. Cyberpsychology, Behavior, and Social Networking, 16, 340-348.

Teaming reign: A brief look at marketing convergence in online sports betting

The marketing cycle of a typical online betting firm aptly illustrates the converging nature of sports and its neighbouring industries. For instance, consider the following football narrative. A betting site buys advertisement space in a national newspaper. The online edition of that newspaper accompanies the advertisement with an active link. If a user clicks on it and access the betting site, the newspaper as an affiliate marketer will get 30% of the money that user has lost betting. In order to boost the number of users clicking on it, the paper publishes next to it a news article featuring Real Madrid on the eve of a match against Manchester United with the following headline: ‘Cristiano Ronaldo scored in 4 of his last 5 visits to Old Trafford’. Now, the journalist shares the link to that piece of news on Twitter, predicting a goal from Ronaldo, with a non-negligible likelihood that he or she is in business with a betting company, according to what was found in a 2014 sample of the ten most followed sports journalists in Spain.

The tweet might be read by someone at home, or even in the stands of a stadium as the game is being played, in which case a betting company might have sponsored the installation of high-speed Wi-Fi connection to facilitate bets. The bet will be preferably made in the proprietary app of the team, who partnered with the betting firm for an amount of money in exchange for adorning the stadium with the brand’s logo, although exclusivity in the electronic banners surrounding the pitch is not possible since the home team must comply with the different betting partners of the league.

Generating-Income-from-Sports-Betting-Affiliate-Programs

Chances are that those at home watching the game on television will hear a litany of statistics about the game delivered by the commentators, provided by a data company like Perform or Dimension Data, who in turn also provide those same data to betting companies, and which are also in a partnership with the league. It is these same data that will inform a fantasy league competition, which also sponsors the league. It might be the case that among the members of the family watching the game at home there are minors who cannot legally gamble for money, for whom a social gaming alternative is also available that can smooth the transition towards real money gambling in the future.

Also, for some demographic groups, sports betting might not be as appealing as eSports, but sport teams have already started sponsoring players in those competitions. When the match has finished, fans can watch further gambling commercials such as ones related to poker, conveniently introduced by sportsmen such as Neymar, Rafael Nadal or Cristiano Ronaldo, or indulge themselves in a little trading in the forex market company Xtrade endorsed by Cristiano Ronaldo himself.

A potential downside of such convergence might be the errors derived by a faulty identification of each product’s category and characteristics. The border between not-for-real-money social gaming on sports and real money gambling might not be obvious, especially when gambling gradually approaches gaming with more gamification attributes being added to the betting experience, and simultaneously, gaming approaches gambling by implementing real or virtual money in-app micro purchases or simulating gambling environments. Blurred lines might impact the understanding of what is information and what is promotion, as has been observed with children having problems distinguishing gambling advertising from non-advertising content (as demonstrated by Helena Sandberg and her colleagues in a 2011 issue of the International Journal of Communication). Another downside could be the transference of positive attributes from sport to other markets (most notably financial trading or poker in the example above), that buy their way into the mental association by, for instance, becoming a named sponsor of a sporting competition.

However, neither the situational and structural characteristics nor the cross-marketing convergence act as singular factors determining online betting behaviour. More likely, they work by aggregation, populating a marketing and advertising ecosystem that far from curtailing other gambling motivating factors – individual factors such as the biological, psychological or social characteristics of the gambler – it facilitates them.

(Please not that this article was co-written with Dr. Hibai Lopez-Gonzalez).

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

Further reading

Deans, E.G., Thomas, S.L,. Derevensky, J. & Daube, M. (2017) The influence of marketing on the sports betting attitudes and consumption behaviours of young men: implications for harm reduction and prevention strategies. Harm Reduction Journal, 14(5). doi:10.1186/s12954-017-0131-8.

Deans, E.G., Thomas, S.L,. Daube, M. & Derevensky J (2016) The role of peer influences on the normalisation of sports wagering: a qualitative study of Australian men. Addiction Research & Theory. doi: 10.1080/16066359.2016.1205042.

Gainsbury, S.M., Delfabbro, P., King, D.L., et al. (2016) An exploratory study of gambling operators’ use of social media and the latent messages conveyed. Journal of Gambling Studies, 32, 125–141.

Gordon, R. & Chapman, M. (2014). Brand community and sports betting in Australia. Victoria, Australia: Victorian Responsible Gambling Foundation.

Hing, N. (2014). Sports betting and advertising (AGRC Discussion Paper No. 4). Melbourne: Australian Gambling Research Centre.

Hing, N., Lamont, M., Vitartas, P., et al. (2015). Sports-embedded gambling promotions: A study of exposure, sports betting intention and problem gambling amongst adults. International Journal of Mental Health and Addiction, 13(1), 115–135..

Lopez-Gonzalez, H., Estevez, A. & Griffiths, M.D. (2017). Marketing and advertising online sports betting: A problem gambling perspective. Journal of Sport and Social Issues, in press.

Lopez-Gonzalez, H. & Griffiths, M.D. (2016). Is European online gambling regulation adequately addressing in-play betting advertising? Gaming Law Review and Economics, 20, 495-503.

Lopez-Gonzalez, H., Estevez, A. & Griffiths, M.D. (2017). Marketing and advertising online sports betting: A problem gambling perspective. Journal of Sport and Social Issues, 41, 256-272.

Lopez-Gonzalez, H., Estévez, A. & Griffiths, M.D. (2017). Controlling the illusion of control: A grounded theory of sports betting advertising in the UK. International Gambling Studies, in press.

Lopez-Gonzalez, H. & Griffiths, M.D. (2017). Betting, forex trading, and fantasy gaming sponsorships – A responsible marketing inquiry into the ‘gamblification’ of English football. International Journal of Mental Health and Addiction, in press.

Lopez-Gonzalez,Generating-Income-from-Sports-Betting-Affiliate-Programs H. & Griffiths, M.D. (2017). Understanding the convergence of online sports betting markets. International Review for the Sociology of Sport, in press.

Lopez-Gonzalez, H., Guerrero-Sole, F. & Griffiths, M.D. (2017). A content analysis of how ‘normal’ sports betting behaviour is represented in gambling advertising. Addiction Research and Theory, in press.

Lopez-Gonzalez, H. & Tulloch, C.D. (2015) Enhancing media sport consumption: Online gambling in European football. Media International Australia, 155, 130–139.

Sandberg, H., Gidlof, K. & Holmberg, N. (2011). Children’s exposure to and perceptions of online advertising. International Journal of Communication, 5, 21–50.

Seedy CD*: A psychologist’s look at the music of Soft Cell

In a previous blog on examining all Adam Ant’s songs about sexual paraphilias, I noted that Soft Cell are probably the only other recording artists who come close to talking about the seedier side of sex. They are also artists that (like one of my other favourite bands, Throbbing Gristle) have never been afraid to sing about taboo topics including prostitution (‘Secret Life’, A Divided Soul’), a housewife’s sexual fantasy about the paper boy (‘Kitchen Sink Drama’), pure hedonism (‘Sensation Nation’), alternative therapies such as colonic irrigation, meditation, and crystal therapy (‘Whatever It Takes’), murder (‘The Best Way To Kill’, ‘Meet Murder My Angel’), suicide (‘Darker Times’, ‘Frustration’ and ‘Down In The Subway’ – “Jump on that train track and die”), incest (‘I Am 16’), psychopathic killers (‘Martin’ based on the story of a serial killer in a film of the same name), shopaholism (‘Whatever It Takes’), anorexia nervosa (‘Excretory Eat Anorexia’), and obsessional cleansing (‘Cleansing Fanatic’), to name but a few.

Soft Cell arguably saw themselves as outside of the norm. Their first official release, an EP entitled ‘Mutant Moments’ EP set out their psychological store (and where ‘Metro Mr. X’ was their “favourite mutant”). They also had a track on the seminal 1980 (various artists) Some Bizarre Album about a disfigured woman (‘The Girl With The Patent Leather Face’). Very few artists would ever sing about such topics (although there are a few exceptions such as Throbbing Gristle’s ‘Hamburger Lady’ based on the medical case notes of a badly burned woman).

Soft Cell’s reputation as a band that focused on the sleazy side of everyday life was cemented after the release of their 1981 debut album Non-Stop Erotic Cabaret (NSEC). The cover featured a photo of the band’s two members (Marc Almond and Dave Ball) taken outside the Raymond Revue Bar, a notorious strip joint in the heart of London’s Soho district.

Just as the Velvet Underground’s debut album was viewed as a ‘sex and drugs’ LP because of a couple of songs about sadomasochistic sex (‘Venus In Furs’) and drug-taking (‘Heroin’), NSEC’s reputation as a ‘sleazy sex’ album also rested on just a few songs – most notably ‘Seedy Films’ (about telephone sex as well as pornographic films), ‘Secret Life’ (about using prostitutes behind a wife’s back), and the (now infamous) ‘Sex Dwarf’ (a song glorifying sadomasochistic sex). Later songs and albums also touched on various aspects of sexuality (their third album This Last Night In Sodom raising a few eyebrows on its’ release in 1984). They wanted to “try all of the vices” (in ‘The Art Of Falling Apart’) and also sang about having sex in cars (‘It’s A Mug’s Game’ and ‘Where Was Your Heart [When You Needed It Most’).

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One of my personal favourite in the Soft Cell canon is the 2002 song ‘Perversity’ which was a bonus track on their comeback single ‘Monoculture’ after reforming in 2001. It talked about studying at the “university of perversity” and provided me with the title to my series of blogs on the A-Z of little known paraphilias and fetishes. As Marc Almond and Friends, there was also a great cover version of Throbbing Gristle’s ‘Discipline’ (a song about sadomasochism) and ‘Sleaze It, Take It, Shake It’ (by Almond’s side-project, Marc and the Mambas)

Soft cell’s second hit single ‘Bedsitter’ summed up my formative years as a teenage clubber and shares some of the same lyrical DNA as The Smiths classic ‘How Soon Is Now?’ (going to nightclubs in search of love and/or sex but going home alone). I’d also argue that Soft Cell sometimes give The Smiths a run for their money when it comes to songs about misery (e.g., ‘Chips On My Shoulder’, ‘Mr. Self-Destruct’, ‘Bleak Is My Favourite Cliché’, ‘Forever The Same’, ‘Down In The Subway’ and ‘Born To Lose’).

But Soft Cell aren’t just about sex, they also like songs about love more generally although their take on love is more about the unrequited love, the disintegration of love (‘Tainted Love’, ‘Say Hello, Wave Goodbye’, ‘Where Did Our Love Go?’, ‘All Out Of Love’, ‘Together Alone’, ‘Desperate [For Love]’, ‘L.O.V.E. Feelings’, ‘Whatever It Takes’, ‘Last Chance’, ‘What’, ‘Barriers’, ‘Disease And Desire’, ‘Her Imagination’, ‘Desperate’, and ‘Torch’). In short they focus on (as they describe in their song ‘Loving You, Hating Me’) “the other side of love” and the “devil in my bed” (‘from ‘God-Shaped Hole’). The only other band that have explored the ‘darker’ side of love lyrically in so many different songs are Depeche Mode (which I discussed in a previous blog on obsessional lyrics in pop music). Their songs aren’t afraid to feature one-night stands and casual sex (‘Numbers’, ‘Surrender To A Stranger’, ‘Heat’, ‘Where Was Your Heart [When You Needed It Most’ and ‘Fun City’). It’s also worth noting that Soft Cell were never afraid to talk about drug use in their songs including cocaine (‘Frustration’), LSD (‘Frustration’), alcohol (‘It’s A Mug’s Game’), valium (‘Tupperware Party’, ‘My Secret Life’), heroin (‘L’Esqualita’) and their “dealer in the hall” (‘Divided Soul’).

They also made cover versions that were often better than the originals. They sexed the songs up or made them mean, moody and menacing. Soft Cell were huge fans of Northern soul and is evident in their covers of songs like ‘Tainted Love’, ‘The Night’ and ‘Where Did Our Love Go?’ but their other cover versions came from a wide variety of artists including Jimi Hendrix (their 11-minute ‘Hendrix Medley’ comprising ‘Hey Joe’, ‘Purple Haze’ and ‘Voodoo Chile’), Johnny Thunders (‘Born To Lose’), Suicide (‘Ghostrider’), Lou Reed (‘Caroline Says’ as Marc and the Mambas), and John Barry (‘007 Theme’ and ‘You Only Live Twice’). From the very first note, this were instantly Soft Cell even though they didn’t write the songs.

Lyrically (and musically), some of their best songs were on their final 2000 studio album Cruelty Without Beauty. For instance, ‘Caligula Syndrome’ depicts sadomasochism (“crawling down on your hands and knees like slaves”), orgies, and “every kind of deviation on demand”. The song ‘Grand Guignol’ is about the Parisian theatre that operated from 1897 until it closed in 1962. The theatre specialised in naturalistic amoral horror entertainment shows horror shows or as Soft Cell put it: It’s Grand Guignol/It’s rock ‘n’ roll/It’s vaudeville and burlesque/All of human life is here/In the theatre of the grotesque”. A sentiment that (I would argue) also sums up the many of the blogs I have published on this website.

*With thanks to The Passage (one of my favourite bands) who used the homonym ‘Seedy’ when naming their first CD [C-D, geddit?] compilation.

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

Further reading

Almond, M. (1999). Tainted Life. London: Sidgwick and Jackson.

Almond, M. (2004). In Search Of The Pleasure Palace. London: Sidgwick and Jackson.

Fanni Tutti, C. (2017). Art Sex Music. Faber & Faber: London.

Lindsay, M. (2013). Sex music for gargoyles: Soft Cell’s The Art Of Falling Apart. The Quietus, December 12. Located at: http://thequietus.com/articles/14100-soft-cell-interview-marc-almond

Reed, J. (1999). Marc Almond: The Last Star. London: Creation Books.

Reynolds, S. (2006). Rip It Up and Start Again: Postpunk, 1978–1984. New York: Penguin.

Tebbutt, S. (1984). Soft Cell. London: Sidgwick and Jackson.

Wikipedia (2017). Marc Almond. Located at: https://en.wikipedia.org/wiki/Marc_Almond

Wikipedia (2017). Soft Cell. Located at: https://en.wikipedia.org/wiki/Soft_Cell

Trip it up and start again: Dark tourism (revisited)

Last week, there were numerous stories in the British press about plans to display the car that Princess Diana was killed in a US museum. Much of this coverage described the plans as ‘sick’ and ‘distasteful’ but is the latest in a very long line of an example of ‘dark tourism’. In a previous blog I briefly examined ‘disaster tourism’, a form of ‘dark tourism’. Since writing that blog I came across an interesting book chapter by the Slovenian researcher Dr. Lea Kuznik entitled ‘Fifty shades of dark stories’ examining the many motivations for engaging in the seedier side of tourism. Dark tourism is something that I have been guilty of myself. For instance, as a Beatles fanatic, when I first went to New York, I went to the Dakota apartments where John Lennon had been shot by Mark David Chapman. In her chapter, Dr. Kuznik notes that:

“Dark tourism is a special type of tourism, which involves visits to tourist attractions and destinations that are associated with death, suffering, disasters and tragedies venues. Visiting dark tourist destinations in the world is the phenomenon of the twenty-first century, but also has a very long heritage. Number of visitors of war areas, scenes of accidents, tragedies, disasters, places connected with ghosts, paranormal activities, witches and witchhunt trials, cursed places, is rising steeply”.

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As I noted in my previous blog, the motivations for such behaviour is varied. Those working in the print and broadcast media often live by the maxim that ‘if it bleeds, it leads’ (meaning that death and disaster sell). Clearly whenever anything hits the front of newspapers or is the lead story on radio and television, it gains notoriety and infamy. This applies to bad things as well as good things and is one of the reasons why dark tourism has become so popular. Kuznik notes that although dark tourism has a long history, it has only become a topic for academic study since the mid-1990s. Dr. Kuznik observes that:

“The term dark tourism was coined by Foley and Lennon (1996) to describe the attraction of visitors to tourism sites associated with death, disaster, and depravity. Other notable definitions of dark tourism include the act of travel to sites associated with death, suffering and the seemingly macabre (Stone, 2006), and as visitations to places where tragedies or historically noteworthy death has occurred and that continue to impact our lives (Tarlow, 2005). Scholars have further developed and applied alternative terminology in dealing with such travel and visitation, including thanatourism (Seaton, 1996), black spot tourism (Rojek, 1993), atrocity heritage tourism (Tunbridge & Ashworth, 1996), and morbid tourism (Blom, 2000). In a context similar to ‘dark tourism’, terms like ‘macabre tourism’, ‘tourism of mourning’ and ‘dark heritage tourism’ are also in use. Among these terms, dark tourism remains the most widely applied in academic research (Sharpley, 2009)”.

Kuznik also notes that dark tourism has been referred to as “place-specific tourism”. Consequently, some researchers began to classify dark tourism sites based upon their defining characteristics. As Kuznik notes:

“Miles (2002) proposed a darker-lighter tourism paradigm in which there remains a distinction between dark and darker tourism according to the greater or lesser extent of the macabre and the morose. In this way, the sites of the holocaust, for example, can be divided into dark and darker tourism when it comes to their authenticity and scope of interpretation…On the basis of the dark tourism paradigm of Miles (2002), Stone (2006) proposed a spectrum of dark tourism supply which classifies sites according to their perceived features, and from these, the degree or shade of darkness (darkest to lightest) with which they can be characterised. This spectrum has seven types of dark tourism suppliers, ranging from Dark Fun Factories as the lightest, to Dark Camps of Genocide as the darkest. A specific example of the lightest suppliers would be dungeon attractions, such as London Dungeon, or planned ventures such as Dracula Park in Romania. In contrast, examples of the darkest sites include genocide sites in Rwanda, Cambodia, or Kosovo, as well as holocaust sites such as Auschwitz-Birkenau”.

In relation to the reasons for visiting dark tourism sites, Kuznik came up with seven main motivations for why we as humans seek out such experiences (i.e., curiosity, education, survivor guilt, remembrance, nostalgia, empathy, and horror) that are outlined below (please note that the descriptions are edited verbatim from Kuznik’s chapter)

  • Curiosity: “Many tourists are interested in the unusual and the unique, whether this be a natural phenomenon (e.g. Niagara Falls), an artistic or historical structure (e.g. the pyramids in Egypt), or spectacular events (e.g. a royal wedding). Importantly, the reasons why tourists are attracted to dark tourism sites derive, at least in part, from the same curiosity which motivates a visit to Niagara Falls. Visiting dark tourism sites is an out of the ordinary experience, and thus attractive for its uniqueness and as a means of satisfying human curiosity. So the main reason is the experience of the unusual”.
  • Empathy: “One of the reasons for visiting dark tourism sites may be empathy, which is an acceptable way of expressing a fascination with horror…In many respects, the interpretation of dark tourism sites can be difficult and sensitive, given the message of the site as forwarded by exhibition curators can at times conflict with the understandings of visitors”.
  • Horror: Horror is regarded as one of the key reasons for visiting dark tourism sites, and in particular, sites of atrocity…Relating atrocity as heritage at a site is thus as entertaining as any media depiction of a story, and for precisely the same reasons and with the same moral overtones. Such tourism products or examples are: Ghost Walks around sites of execution or murder (Ghost Tour of Prague), Murder Trails found in many cities like Jack the Ripper in London”.
  • Education: “In much tourism literature it has been claimed that one of the main motivations for travel is the gaining of knowledge, and the quest for authentic experiences. One of the core missions of cultural and heritage tourism in particular is to provide educational opportunities to visitors through guided tours and interpretation. Similarly, individual visits to dark tourism sites to gain knowledge, understanding, and educational opportunities, continue to have intrinsic educational value…many dark tourism attractions or sites are considered important destinations for school educational field trips, achieving education through experiential learning”.
  • Nostalgia: “Nostalgia can be broadly described as yearning for the past…or as a wistful mood that an object, a scene, a smell or a strain of music evokes…In this respect Smith (1996) examined war tourism sites and concluded that old soldiers do go back to the battlefields, to revisit and remember the days of their youth”.
  • Remembrance: “Remembrance is a vital human activity connecting us to our past…Remembrance helps people formulate an identity, allowing them to learn from past mistakes, and to go forward with a clear vision of the future. In the context of dark tourism, remembrance and memory are considered key elements in the importance of sites”.
  • Survivor’s guilt: “One of the distinctive characteristics of dark tourism is the type of visitors such sites attract, which include survivors and victim‘s families returning to the scene of death or disaster. These types of visitors are particularly prevalent at sites associated with Second World War and the holocaust. For many survivors returning to the scene of death and atrocity can achieve a therapeutic effect by resolving grief, and can build understanding of how terrible things came to have happened. This can be very emotional experience”.

Dr. Kuznik also developed a new typology of “dark places in nature”. The typology comprised 17 types of dark places and are briefly outlined below.

  • Disaster area tourism: Visiting places of natural disaster after hurricanes, tsunamis, volcanic destructions, etc.
  • Grave tourism: Visiting famous cemeteries, or graves and mausoleums of famous individuals.
  • War or battlefield tourism: Visiting places where wars and battles took place.
  • Holocaust tourism: Visiting Nazi concentration camps, memorial sites, memorial museums, etc.
  • Genocide tourism: Visiting places where genocide took place such as the killing fields in Cambodia.
  • Prison tourism: Visiting former prisons such as Alcatraz.
  • Communism tourism: Visiting places like North Korea.
  • Cold war and iron curtain tourism: Visiting places and remains associated with the cold war such as the Berlin Wall.
  • Nuclear tourism: Visiting sites where nuclear disasters took place (e.g. Chernobyl in the Ukraine) or where nuclear bombs were exploded (e.g., Hiroshima and Nagasaki in Japan).
  • Murderers and murderous places tourism: Visiting sites where killers and serial killers murdered their victims (‘Jack the Ripper’ walks in London, where Lee Harvey Oswald killed J.F. Kennedy in Dallas)
  • Slum tourism: Visiting impoverished and slum areas in countries such as India and Brazil, Kenya.
  • Terrorist tourism: Visiting places such Ground Zero (where the Twin Towers used to be) in New York City
  • Paranormal tourism: Visiting crop circle sites, places where UFO sightings took place, haunted houses (e.g., Amityville), etc.
  • Witched tourism: Visiting towns or cities where witches congregated (e.g., Salem in Massachusetts).
  • Accident tourism: Visiting places where infamous accidents took place (e.g. the Paris tunnel where Princess Diana died in a car accident).
  • Icky medical tourism: Visiting medical museums and body exhibitions.
  • Dark amusement tourism: Visiting themed walks and amusement parks that are based on ghosts and horror figures (e.g., Dracula).

Looking at these different types quickly I reached the conclusion that I would class myself as a ‘dark tourist’ as I have engaged in many of these and no doubt reflects my own interest in the more extreme aspects of the lived human experience.

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

Further reading

Ashworth, G., & Hartmann, R. (2005). Introduction: managing atrocity for tourism. In G. Ashworth & R. Hartmann (Eds.), Horror and human tragedy revisited: the management of sites of atrocities for tourism (pp. 1–14). Sydney: Cognizant Communication Corporation. 

Blom, T. (2000). Morbid tourism – a postmodern market niche with an example from Althorp. Norwegian Journal of Geography, 54(1), 29–36.

Dann, G. M., & Seaton, A. V. (2001). Slavery, contested heritage and thanatourism. International Journal of Hospitality & Tourism Administration, 2(3-4), 1-29.

Foley, M., & Lennon, J. (1996). JFK and dark tourism: A fascination with assassination. International Journal of Heritage Studies, 2(4), 198–211.

Foley, M., & Lennon, J. (2000). Dark tourism. Annals of Tourism Research, 19(1), 68-78.

Kuznik, L. (2018). Fifty shades of dark stories. In Mehdi Khosrow-Pour, D.B.A. (Ed.). Encyclopedia of Information Science and Technology (Fourth Edition). (pp.4077-4087). Pennsylvania: IGI Global.

Miles, W.F. (2002). Auschwitz: Museum interpretation and darker tourism. Annals of Tourism Research, 29(4), 1175-1178.

Podoshen, J. S. (2013). Dark tourism motivations: Simulation, emotional contagion and topographic comparison. Tourism Management, 35, 263-271.

Rojek, C. (1993). Ways of escape. Basingstoke, UK: Macmillan.

Seaton, A. V. (1996). From thanatopsis to thanatourism: Guided by the dark. International Journal of Heritage Studies, 2(4), 234–244.

Sharpley, R., & Stone, P. R. (Eds.). (2009). The darker side of travel: the theory and practice of dark tourism. Bristol: Channel View.

Smith, V. L. (1996). War and its tourist attractions. In A. Pizam & Y. Mansfeld (Eds.), Tourism, crime and international security issues (pp. 247–264). New York: John Wiley & Sons.

Stone, P. R. (2006). A dark tourism spectrum: Towards a typology of death and macabre related tourist sites, attractions and exhibitions. Tourism, 54(2), 145–160.

Strange, C., & Kempa, M. (2003). Shades of dark tourism: Alcatraz and Robben Island. Annals of Tourism Research, 30(2), 386-405.

Tarlow, P.E. (2005). Dark tourism: the appealing dark side of tourism and more. In M. Novelli (Ed.), Niche tourism – Contemporary issues, trends and cases (pp. 47–58). Oxford, UK: Butterworth-Heinemann.

Tunbridge, J.E., & Ashworth, G. (1996). Dissonant heritage: The management of the past as a resource in conflict. New York: John Wiley & Sons.

Car-struck: Another look at mechanophilia and objectum sexuality

“There is no one in the world Darius Monty loves more than Goldie. With her perfect curves and flawless body, she’s a beauty. And the pub boss’s sex life with the hot model less than half his age is better than with any previous girlfriends. But shockingly the object of his full-on passion is a CAR. While many men claim to love their motors, Darius is IN love with his gold-coloured X-Type Jaguar – and makes love to ‘her’” (Sunday Mirror, July 30, 2017).

The opening quote comes from a story that appeared in last weekend’s Sunday Mirror and for which I also supplied some accompanying text in the published article. I described Darius as more of an objectophile than a mechanophile (although he does fit both definitions). According to Dr. Anil Aggrawal’s 2009 book Forensic and Medico-legal Aspects of Sexual Crimes and Unusual Sexual Practices, mechanophilia refers to those being sexually turned on by machines although Cynthia Ceilán in her 2008 book Weirdly Beloved: Tales of Strange Bedfellows, Odd Couplings, and Love Gone Bad describes the same sexual paraphilia as ‘mechaphilia’.

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Objectum sexuality refers to those individuals who develop deep emotional and/or romantic attachments to (and have relationships with) specific inanimate objects or structures. Such objectophiles express a loving and/or sexual preference and commitment to particular items or structures (and this is why I view Darius as more of an objectophile than a mechanophile). It has also been claimed (by academics such as Amy Marsh – see ‘Further reading’ below) that such individuals rarely (if ever) have sex with humans and they develop strong emotional fixations to the object or structure. Unlike sexual fetishism, the object or structure is viewed as an equal partner in the relationship and is not used to enhance or facilitate sexual behaviour. Some objectophiles even believe that their feelings are reciprocated by the object of their desire. According to the Sunday Mirror article:

“Darius fell in love with his Jaguar after buying the executive saloon two years ago [in 2015]. His second-hand limo, which was built…in 2004, has startled Darius with the feelings it has aroused. Yet Darius could not fight the urge to live out his sexual fantasies with the car. His passion for Goldie soon became a daily ritual after he returned from his night shift at the pub. And eventually he realised he could no longer hide it from his loved ones. Darius resisted professional help because he thought his liaisons with his motor would become less exciting with time. Despite the negative reaction from his mates, Darius refused to give up on Goldie. Bizarrely, Darius says his relationship with Goldie has gone from strength to strength. He has even retired her from life on the road to keep her in pristine condition. Astonishingly, Darius would still like to find a human girlfriend”.

Unlike most objectophiles I have read about, Darius had sexual relationships with women prior to falling in love with Goldie, and still wants sex with women in the future. In his interview with the Sunday Mirror, he was reported as saying:

 “I don’t expect people to understand because it’s not something I fully understand myself. I didn’t choose this but I have fallen for a car, just like other people fall for women. I find her arousing, I love spending time with her and she is very important to me. I don’t see her as an object, I look at her and I see my lover. Before I bought Goldie I was in a normal loving relationship with a woman. I didn’t see anything strange about myself or my sexuality at all. I’ve always been a car lover, but if someone told me it was possible to have sexual feelings towards something that’s not human I’d have laughed them off just like people laugh at me now. I can’t really explain what triggered it, but I went to view Goldie and had always wanted an X-Type Jaguar. Her colour is so unique and after I’d handed over the cash, all I wanted to do was go and polish her. I pulled into the jet wash and was making circular motions on her bonnet with a cleaning cloth when I suddenly felt unexpectedly aroused. It was something about the smooth, shiny paintwork and the perfect curves of the car that got me turned on. I tried to ignore the feeling and just put it down to excitement about having a new car. But when I got home and sat down to watch TV I had a real urge to venture into the garage and visit her in private”.

The unexpected sexual arousal that Darius felt when first polishing Goldie appears to be the initial spark of his relationship with the car. Psychologists like myself would claim that this unexpected associative pairing of polishing the car with sexual arousal is something that repeatedly played on Darius’ mind and that this formed the basis for a classically conditioned response where the car itself ended up causing the sexual arousal. As he also explained in his newspaper interview:

“I had a girlfriend at the time and I didn’t dare tell her what was going through my mind so I used the excuse that I’d left my wallet in the car and headed out. I wasn’t exactly sure what would happen as the feelings were all new to me. I just knew I felt really turned on by the notion of having sexual intercourse with my new car. Immediately afterwards I felt ashamed and guilty, but I knew right then it wouldn’t be the last time. I walked away feeling so confused about what I’d just done. As disturbing as it was, I told myself I couldn’t be the only person in the world who had experienced these kinds of feelings”.

And Darius was right. There are dozens of objectophiles around the world, and while the behaviour is rare, he is certainly not alone. For instance, in a previous blog I recounted the stories of Edward Smith (an American man who has who has had sex with over a 1000 cars), and Robert Stewart (a British man who ended up in court after being caught having sex with a bicycle). It was when Darius started doing his own research on his behaviour that he began to feel better, knowing there were other objectophiles:

“Knowing others had [sexual and romantic] feelings towards cars, bikes or planes definitely put me at ease but it was a really difficult thing for me to accept. I was enjoying having sex with my car more than with my girlfriend. I even missed the car when I went up to bed at night and felt bad for leaving her alone in the garage. When I broke the news to my girlfriend she left me right away. I could understand her thinking my behaviour was odd, but deep down there was a sense of relief there for me in knowing that I had got things out in the open and I was free to pursue my relationship with Goldie”.

Having accepted that the feelings towards his car were not unique, Darius began to share the details of his new love with his closest friends:

“They laughed at first thinking I was joking, but once they realised I was being serious they told me I was weird and that I need to get psychological help. It really upset me knowing I didn’t have any kind of support or understanding from other people. My feelings for [the car] just grew stronger and stronger. I have never had loving or sexual feelings for any other vehicle, and I firmly believe I have something special with Goldie. I realise most people will think what I do is wrong in some way, but I’m not hurting anyone so what’s the harm?”

In my commentary on the case for the newspaper, I claimed that there was nothing wrong with Darius in a psychological sense. Yes, his behaviour is strange, yes his behaviour seems bizarre to most people, and yes it’s unusual, but he Darius doesn’t appear to need psychological treatment. I noted that if Darius wanted to spend the rest of his life living in a non-normative relationship with Goldie that does no harm to him or anybody else, that was OK by me. I have no problems with anybody’s sexual behaviour as long as it’s consensual (and in this case, the car can’t say it’s not OK). If others see his behaviour as bizarre, it is totally irrelevant. Darius can seek treatment if it’s psychologically harming him, but it sounds like he knows it’s unusual and he seems fine with it. As he went on to say:

“[Goldie] doesn’t cheat on me or moan about me not doing the washing up. She doesn’t have the ability to be in a bad mood. I haven’t lost sight of the fact Goldie is a machine and probably doesn’t love me back – I am not delusional in the sense I’d think she has her own mind. I’ve met a few women since falling in love with Goldie and I am always completely open about her from the start. A couple of them have been open to giving things a go, but when I take my trips out to the garage to see her they say they just find it all too weird. I’d love to get married and have a family if I’m honest. But the next woman I date will have to be OK about sharing me with Goldie”.

In a previous blog, I provided details of the only academic paper that has been published concerning a car-loving objectophile but that case was very different to that of Darius. The paper was a case study by Dr Padmal De Silva and Dr Amanda Pernet published in a 1992 issue of the journal Sex and Marital Therapy. The case involved an unusual sexual deviation in a young 20-year old British man (‘George’) who had little social interaction and was incredibly shy. They reported that his main sexual interest and excitement was from cars – particularly Austin Metro cars. George’s family belonged to a strict religious sect who strongly disapproved of any sexual involvement by their son with women. Things changed for George when his parents bought an Austin Metro car. George began masturbating inside the car, and then outside masturbating outside the car while crouching down next to the car’s exhaust pipe. So that he couldn’t be caught masturbating, he would go to great lengths to find deserted places to engage in his sexual activity with the car.

George used to become very sexually excited when the car’s exhaust pipe was running and pumping out car fumes. This aspect of “elimination” – according to De Silva and Pernet – was an important central element in George’s other sexual preferences – particularly his fascination of urination. As a very young child he had an unusual interest in dogs urinating. After the age of 10 years, he was more interested in children and adult women urinating. The authors also speculated there may have been an increase in George’s arousal due to a “reduction of oxygen intake and related asphyxiation”. This was possibly seen as a mild form of hypoxyphilia.

As you can see, the case of ‘George’ and Darius share few similarities apart from the fact they both have sexual relationships with cars. The fact that two case studies can be so different is terms of aetiology and development of the behaviour suggests that car-loving objectophiles should be an avenue of further research because there are likely to be very different explanations and motivations for the behaviour.

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

Further reading

Aggrawal A. (2009). Forensic and Medico-legal Aspects of Sexual Crimes and Unusual Sexual Practices. Boca Raton: CRC Press.

Browne, R.B. (1982). Objects of Special Devotion: Fetishism in Popular Culture. Popular Press.

Ceilán, C. (2008). Weirdly Beloved: Tales of Strange Bedfellows, Odd Couplings, and Love Gone Bad. The Lyons Press.

De Silva, P. & Pernet, A. (1992). Pollution in ‘Metroland’: An unusual paraphilia in a shy young man. Sexual and Marital Therapy, 7, 301-306.

Hickey, E.W. (2006), Sex crimes and paraphilia. New Jersey: Pearson Prentice Hall.

Levy, D. (2017). Man’s bizarre medical condition means he’s in love with his CAR and even has sex with motor he calls Goldie. Sunday Mirror, July 29. Located at: http://www.mirror.co.uk/news/uk-news/mans-bizarre-medical-condition-means-10896296

Marsh, A. (2010). Love among the objectum sexuals. Electronic Journal of Human Sexuality, 13, March 1. Located at: http://www.ejhs.org/volume13/ObjSexuals.htm

Nelson, S. (2012). Fetish spotlight: Mechanophilia. Located at: http://www.thehoneybunnys.com/fetish-spotlight-mechanophilia/

Schlessinger (2003). Mechaphilia: Sexual Attraction to Machines. Please Press.

Thompson, S.L. (2000). The arts of the motorcycle: Biology, culture, and aesthetics in technological choice. Technology and Culture, 41, 99-115.

Wikipedia (2017). Mechanophilia. Located at: http://en.wikipedia.org/wiki/Mechanophilia