Category Archives: Social Networking

A diction for addiction: A brief overview of our papers at the 2017 International Conference on Behavioral Addictions

This week I attended (and gave one of the keynote papers at) the fourth International Conference on Behavioral Addictions in Haifa (Israel). It was a great conference and I was accompanied by five of my colleagues from Nottingham Trent University all of who were also giving papers. All of the conference abstracts have just been published in the latest issue of the Journal of Behavioral Addictions (reprinted below in today’s blog) and if you would like copies of the presentations then do get in touch with me.

mark-haifa-keynote-2017

Griffiths, M.D. (2017). Behavioural tracking in gambling: Implications for responsible gambling, player protection, and harm minimization. Journal of Behavioral Addictions, 6 (Supplement 1), 2.

  • Social responsibility, responsible gambling, player protection, and harm minimization in gambling have become major issues for both researchers in the gambling studies field and the gaming industry. This has been coupled with the rise of behavioural tracking technologies that allow companies to track every behavioural decision and action made by gamblers on online gambling sites, slot machines, and/or any type of gambling that utilizes player cards. This paper has a number of distinct but related aims including: (i) a brief overview of behavioural tracking technologies accompanied by a critique of both advantages and disadvantages of such technologies for both the gaming industry and researchers; (ii) results from a series of studies carried out using behavioural tracking (particularly in relation to data concerning the use of social responsibility initiatives such as limit setting, pop-up messaging, and behavioural feedback); and (c) a brief overview of the behavioural tracking tool mentor that provides detailed help and feedback to players based on their actual gambling behaviour.

Calado, F., Alexandre, J. & Griffiths, M.D. (2017). Youth problem gambling: A cross-cultural study between Portuguese and English youth. Journal of Behavioral Addictions, 6 (Supplement 1), 7.

  • Background and aims: In spite of age prohibitions, most re- search suggests that a large proportion of adolescents engage in gambling, with a rate of problem gambling significantly higher than adults. There is some evidence suggesting that there are some cultural variables that might explain the development of gambling behaviours among this age group. However, cross­cultural studies on this field are generally lacking. This study aimed to test a model in which individual and family variables are integrated into a single perspective as predictors of youth gambling behaviour, in two different contexts (i.e., Portugal and England). Methods: A total of 1,137 adolescents and young adults (552 Portuguese and 585 English) were surveyed on the measures of problem gambling, gambling frequency, sensation seeking, parental attachment, and cognitive distortions. Results: The results of this study revealed that in both Portuguese and English youth, the most played gambling activities were scratch cards, sports betting, and lotteries. With regard to problem gambling prevalence, English youth showed a higher prevalence of problem gambling. The findings of this study also revealed that sensation seeking was a common predictor in both samples. However, there were some differences on the other predictors be- tween the two samples. Conclusions: The findings of this study suggest that youth problem gambling and its risk factors appear to be influenced by the cultural context and highlights the need to conduct more cross-cultural studies on this field.

Demetrovics, Z., Richman, M., Hende, B., Blum, K., Griffiths,
M.D, Magi, A., Király, O., Barta, C. & Urbán, R. (2017). Reward Deficiency Syndrome Questionnaire (RDSQ):
A new tool to assess the psychological features of reward deficiency. Journal of Behavioral Addictions, 6 (Supplement 1), 11.

  • ‘Reward Deficiency Syndrome’ (RDS) is a theory assuming that specific individuals do not reach a satisfactory state of reward due to the functioning of their hypodopaminergic reward system. For this reason, these people search for further rewarding stimuli in order to stimulate their central reward system (i.e., extreme sports, hypersexuality, substance use and/or other addictive behaviors such as gambling, gaming, etc.). Beside the growing genetic and neurobiological evidence regarding the existence of RDS little re- search has been done over the past two decades on the psychological processes behind this phenomenon. The aim of the present paper is to provide a psychological description of RDS as well as to present the development of the Reward Deficiency Syndrome Questionnaire (developed using a sample of 1,726 participants), a new four-factor instrument assessing the different aspects of reward deficiency. The results indicate that four specific factors contribute to RDS comprise “lack of satisfaction”, “risk seeking behaviors”, “need for being in action”, and “search for overstimulation”. The paper also provides psychological evidence of the association between reward deficiency and addictive disorders. The findings demonstrate that the concept of RDS provides a meaningful and theoretical useful context to the understanding of behavioral addictions.

Demetrovics, Z., Bothe, B., Diaz, J.R., Rahimi­Movaghar, A., Lukavska, K., Hrabec, O., Miovsky, M., Billieux, J., Deleuze,
J., Nuyens, P. Karila, L., Nagygyörgy, K., Griffiths, M.D. & Király, O. (2017). Ten-Item Internet Gaming Disorder Test (IGDT-10): Psychometric properties across seven language-based samples. Journal of Behavioral Addictions, 6 (Supplement 1), 11.

  • Background and aims: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a brief instrument developed to assess Internet Gaming Disorder as proposed in the DSM­5. The first psychometric analyses carried out among a large sample of Hungarian online gamers demonstrated that the IGDT-10 is a valid and reliable instrument. The present study aimed to test the psychometric properties in a large cross-cultural sample. Methods: Data were collected among Hungarian (n = 5222), Iranian (n = 791), Norwegian (n = 195), Czech (n = 503), Peruvian (n = 804), French­speaking (n = 425) and English­ speaking (n = 769) online gamers through gaming­related websites and gaming-related social networking site groups. Results: Confirmatory factor analysis was applied to test the dimensionality of the IGDT-10. Results showed that the theoretically chosen one-factor structure yielded appropriate to the data in all language­based subsamples. In addition, results indicated measurement invariance across all language-based subgroups and across gen- der in the total sample. Reliability indicators (i.e., Cronbach’s alpha, Guttman’s Lambda-2, and composite reliability) were acceptable in all subgroups. The IGDT- 10 had a strong positive association with the Problematic Online Gaming Questionnaire and was positively and moderately related to psychopathological symptoms, impulsivity and weekly game time supporting the construct validity of the instrument. Conclusions: Due to its satisfactory psychometric characteristics, the IGDT-10 appears to be an adequate tool for the assessment of internet gam- ing disorder as proposed in the DSM-5.

Throuvala, M.A., Kuss, D.J., Rennoldson, M. & Griffiths, M.D. (2017). Delivering school-based prevention regarding digital use for adolescents: A systematic review in the UK. Journal of Behavioral Addictions, 6 (Supplement 1), 54.

  • Background: To date, the evidence base for school-delivered prevention programs for positive digital citizenship for adolescents is limited to internet safety programs. Despite the inclusion of Internet Gaming Disorder (IGD) as a pro- visional disorder in the DSM-5, with arguable worrying prevalence rates for problematic gaming across countries, and a growing societal concern over adolescents’ digital use, no scientifically designed digital citizenship programs have been delivered yet, addressing positive internet use among adolescents. Methods: A systematic database search of quantitative and qualitative research evidence followed by a search for governmental initiatives and policies, as well as, non­profit organizations’ websites and reports was conducted to evaluate if any systematic needs assessment and/or evidence-based, school delivered prevention or intervention programs have been conducted in the UK, targeting positive internet use in adolescent populations. Results: Limited evidence was found for school-based digital citizenship awareness programs and those that were identified mainly focused on the areas of internet safety and cyber bullying. To the authors’ knowledge, no systematic needs assessment has been conducted to assess the needs of relevant stakeholders (e.g., students, parents, schools), and no prevention program has taken place within UK school context to address mindful and positive digital consumption, with the exception of few nascent efforts by non­profit organizations that require systematic evaluation. Conclusions: There is a lack of systematic research in the design and delivery of school-delivered, evidence-based prevention and intervention programs in the UK that endorse more mindful, reflective attitudes that will aid adolescents in adopting healthier internet use habits across their lifetime. Research suggests that adolescence is the highest risk group for the development of internet addictions, with the highest internet usage rates of all age groups. Additionally, the inclusion of IGD in the DSM-5 as provisional disorder, the debatable alarming prevalence rates for problematic gaming and the growing societal focus on adolescents’ internet misuse, renders the review of relevant grey and published research timely, contributing to the development of digital citizenship programs that might effectively promote healthy internet use amongst adolescents.

Bányai, F., Zsila, A., Király, O., Maraz, A., Elekes, Z., Griffiths, M.D., Andreassen, C.S. & Demetrovics, Z. (2017). Problematic social networking sites use among adolescents: A national representative study. Journal of Behavioral Addictions, 6 (Supplement 1), 62.

  • Despite being one of the most popular activities among adolescents nowadays, robust measures of Social Media use and representative prevalence estimates are lacking in the field. N = 5961 adolescents (49.2% male; mean age 16.6 years) completed our survey. Results showed that the one-factor Bergen Social Media Addiction Scale (BSMAS) has appropriate psychometric properties. Based on latent pro le analysis, 4.5% of the adolescents belonged to the at-risk group, who reported low self-esteem, high level of depression and the elevated social media use (34+ hours a week). Conclusively, BSMAS is an adequate measure to identify those adolescents who are at risk of problematic Social Media use and should therefore be targeted by school-based prevention and intervention programs.

Bothe, B., Toth-Király, I. Zsila, A., Griffiths, M.D., Demetrovics, Z. & Orosz, G. (2017). The six-component problematic pornography consumption scale. Journal of Behavioral Addictions, 6 (Supplement 1), 62.

  • Background and aims: To our best knowledge, no scale ex- ists with strong psychometric properties assessing problematic pornography consumption which is based on an over- arching theoretical background. The goal of the present study was to develop a short scale (Problematic Pornography Consumption Scale; PPCS) on the basis of Griffiths` (2005) six-component addiction model that can assess problematic pornography consumption. Methods: The sample comprised 772 respondents (390 females; Mage = 22.56, SD = 4.98 years). Items creation was based on the definitions of the components of Griffiths’ model. Results: A confirmatory factor analysis was carried out leading to an 18­item second­order factor structure. The reliability of the PPCS was good and measurement invariance was established. Considering the sensitivity and specificity values, we identified an optimal cut­off to distinguish between problematic and non-problematic pornography users. In the present sample, 3.6% of the pornography consumers be- longed to the at-risk group. Discussion and Conclusion: The PPCS is a multidimensional scale of problematic pornography consumption with strong theoretical background that also has strong psychometric properties.

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

Net bets: What makes betting online attractive to gamblers?

Over the past two decades I have carried out a lot of research on what factors are important in attracting people to engaging in online activities such as online video gaming, online gambling, online shopping, and online sex. Research has shown that virtual environments have the potential to provide short-term comfort, excitement and/or distraction – all of which can be highly reinforcing to internet users. My research has consistently shown that there are many generic factors that facilitate online use including accessibility, anonymity, affordability, convenience, escape, immersion, interactivity, disinhibition, and simulation. Today’s blog briefly examines these factors.

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Accessibility Access to the Internet is now commonplace and widespread, and can be done easily from the home, the workplace and (via mobile gambling) on the move. Given that the uptake of consumptive behaviours is strongly correlated with increased access to the activity, it is not surprising that the incidence of activities like online gambling and online gaming is slowly increasing across different populations across the world. Fundamentally, increased accessibility of these activities enables the individual to rationalize involvement by removing previously restrictive barriers such as time constraints emanating from occupational and social commitments.

Anonymity – The anonymity of the Internet allows users to privately engage in such activities as sex and gambling without the fear of stigma. This anonymity can also provide the user with a greater sense of perceived control over the content, tone, and nature of the online experience. Anonymity also has the capacity to increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit – particularly when losing – as no-one will actually see the face of the loser. Anonymity, like increased accessibility, may reduce social barriers to engaging in gambling, particularly skill-based gambling activities such as poker that are relatively complex and often possess tacit social etiquette. The potential discomfort of committing a structural or social faux-pas in the gambling environment because of inexperience is minimized because the individual’s identity remains concealed.

Affordability – Given the wide accessibility of the Internet, it is now relatively inexpensive to use online services on offer. Furthermore, the overall cost of has been reduced significantly through technological developments, again, rendering affordability less of a restrictive force when it comes to rationalizing involvement in the behaviour. For example, the saturation of online gambling industry has lead to increased competition, and the consumer is benefiting from the ensuing promotional offers and discounts available on gambling outlay. Regarding interactive wagering, the emergence of peer-to-peer gambling through the introduction of betting exchanges has provided punters with commission free sporting gambling odds, which in effect means the player needs to risk less money to obtain potential revenue. Finally, ancillary costs of face-to-face gambling, such as parking, tipping and purchasing refreshments, is removed when gambling within the home and therefore the overall cost of gambling is reduced making it more affordable.

Convenience – Online behaviours usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours. For the internet user, not having to move from their home or their workplace is of great positive benefit and increases the attractiveness of online activities compared to offline activities.

Escape – For some internet users, the primary reinforcement to engage in an online behaviour is the gratification they experience online. However, the experience of activities like online gambling, online gaming and/or online sex may be reinforced through a subjectively and/or objectively experienced ‘high’ or positive change in mood state. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. In short, online activities can provide a potent escape from the stresses and strains of real life.

Immersion – The medium of the Internet can provide feelings of dissociation and immersion and may facilitate feelings of escape (see above). Immersion can produce lots of different types of feelings that may be reinforcing for the internet user such as losing track of time, feeling like you’re someone else, and being in a trance like state.

Interactivity – The interactivity component of the Internet can also be psychologically rewarding and different from other more passive forms of entertainment (e.g., television). The interactive nature of the Internet can therefore provide a convenient way of increasing such personal involvement that can – in online situations – lead to increased online use. Furthermore, the alternative methods of peer interaction are available within interactive online activities that retain the socially reinforcing aspects of the behaviour. Individuals can communicate via computer-mediated communication in most online activities (including gambling and gaming).

Disinhibition – The feeling of disinhibition is one of the Internet’s key appeals as there is little doubt that the Internet makes people less inhibited when they are online. Online users appear to open up more quickly online compared to offline situations and reveal themselves emotionally much faster than in the offline world. This has been referred to by Dr. John Suler as ‘hyperpersonal communication’. According to Dr. Suler, this occurs because of four features of online communication: 

  • The communicators usually share social categories so will perceive each other as similar (e.g., all online poker players)
  • The message sender can present themselves in a positive light, and so may be more confident
  • The format of online interaction (e.g., there are no other distractions, users can spend time composing messages, mix social and task messages, users don’t waste cognitive resources by answering immediately)
  • The communication medium provides a feedback loop whereby initial impressions are built upon and strengthened.

Simulation – Finally, simulations provide an ideal way in which to learn about something and which tends not to have any of the possible negative consequences. For instance, most online gambling sites have a practice mode format, where potential gamblers can place a non-monetary bet in order to see and practice the procedure of gambling on that site. Furthermore, gambling in practice modes can build self-efficacy and potentially increase perceptions of control in determining gambling outcomes motivating participation in their ‘real cash’ counterparts within the site.

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

Further reading

Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.

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

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

Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment (pp. 91-111). New York: Wiley.

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

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

Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.

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

Griffiths M.D. & Szabo, A. (2014). Is excessive online usage a function of medium or activity? An empirical pilot study. Journal of Behavioral Addictions, 3, 74–77.

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. & Griffiths, M.D. (2012).  Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753. Pennsylvania: IGI Global

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 and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.

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

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.

Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.

Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.

Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7, 321-326.

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.

Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.

Working while lurking: A brief look at participant observation in online forums

In offline situations, many social science researchers have employed ethnographic methods as a means of understanding and describing different culture and behaviours. However, ethnographic methods can also be used online for studying various types of excessive behaviour. For instance, I argued in a 2010 paper in the International Journal of Mental Health and Addiction that by being online, gaming researchers have the capacity to become a part of the phenomenon that is being studied. Recently, I along with a number of my research colleagues at Nottingham Trent University, published a paper in Studia Psychologia that online forums are providing a new and innovative methodology for data collection in the social sciences.

cyberpsychology

For those who don’t know, ethnography focuses on accounting for the actions and intentions of the studied social agents, and outlining how such behaviour is rationalized and understood by the wider group. Traditionally derived from anthropology, ethnography aims at studying people and their behaviours and cultures within their socio-cultural contexts. Behaviours and communications are engulfed with meaning by being situated within the field site. What is needed on behalf of the researcher is what Dr. Clifford Geertz described as the production of a “thick description” of what takes place in these field sites to discern the latter’s contextualized meaning.

When it comes to virtual (i.e., online) ethnography, it is important to notice that while in-person ethnography is constrained by the laws of the physical world where the researcher needs to interact with the participants, online ethnography or as Dr. Robert Kozinets calls it in his 2010 book about online ethnography – “netnography” – can be done in a more unobtrusive way without the need to interact with the participants. Lurking is a possibility that Dr. Kozinets describes as opening a “window into naturally occurring behaviour” without the interference of the researcher.

Virtual ethnography takes the idea of participant observation a step further by challenging the notion of a geographically bound and relatively stagnant field site by replacing it with the virtual sphere that has no set boundaries. In this respect, virtual ethnography is what Dr. Christine Hine says “ethnography in, of and through the virtual”. The Internet is used as place, topic and means of research. It is an important qualitative online methodology and has been used in a variety of different research endeavours, including the studies of people’s explorations of multi-layered identities on the Internet, different levels of online experience, and playing Massively Multiplayer Online Role-Playing Games such as Everquest.

There are a number of principles that underlie virtual ethnography. Ethnographers must immerse themselves in the (virtual) field site in order to gain an in depth insight into why and how interactions take place and what they mean within the context of the respective virtual sphere. However, the relationship of the latter’s agents to their real (embodied) lives cannot be disregarded. The online space is a space ‘in between’ that is connected to the world outside of the Internet. Therefore, virtual ethnography is but a partial study and cannot deliver a full account of what it sets out to study. It can never be a holistic approach. Nevertheless, this is aided by the researchers who must be reflexive about what they experience, and about the method they use. The involvement of the researcher and the researcher’s interpretation of the actions and communications that occur within the virtual field site are integral to this type of research. In addition to this, the technology of the Internet itself is essential because it provides the tools for, the objects and the context of analysis.

Given the wide variety of advantages of and important insights virtual ethnography can offer for the researcher, potential disadvantages also need to be taken into consideration. The researchers’ active participation in the field site offers them the possibility of in-depth insights that would not be possible without their involvement. However, at the same time, they might lose their critical distance towards the object of their study. Sacrificing some critical distance therefore is a trade-off for in the collection of invaluable and profound data. As Dr. Christine Hine notes, these data are necessarily biased by the researchers’ experience and perception of online interactions in the respective realm that, due to their immersion, is knowledgeable and familiar.

Dr. Adrian Parke and I applied online ethnography to the study of poker skill development within online poker forums, and published our findings in a 2011 issue of the International Journal of Cyber Behavior, Psychology and Learning. Our study was a virtual ethnographical research design looking at how poker gamblers utilized computer-mediated communication (CMC) to develop their poker skill and profitability, and to examine the factors associated with problem gambling. The study was a six-month participant observational analysis of two independent online poker forums. Dr. Parke participated in poker gambling during the entire study period and used strategies proposed from forum members to develop poker ability. This approach provided an insider’s perspective into how skill development through CMC affects poker gambling behaviour.

We generated forum discussions regarding specific behavioural concepts and cognitive processes based on accumulative analysis of emergent data from the online poker players. Forum interaction was observed, monitored and analyzed through traditional content analytic methods. Membership and participation in such online community forums provided poker players the opportunity to benefit from the consequences of reporting gambling experience and acquiring both poker gambling structural knowledge and skill.

One of the key advantages of data collection via online forums is that it can provide a detailed record of events that can be revisited after the event itself has finished. Furthermore, screen captures can be taken and used as examples or related back to the data collected – something that has been used in the gaming studies field (and outlined in a 2007 paper I published with Dr. Richard Wood in the International Journal of Mental Health and Addiction). Study findings can be posted on bulletin boards and participants have the opportunity to comment on their accuracy or comment on any other observations that they may have. This also helps to empower the participant and can prevent misrepresentation.

Given the increase in the number of hours we now spend online every day, carrying out research online is going to become an ever more popular (and useful).

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

Further reading

Geertz, C. (1973). The interpretation of cultures: Selected essays. London: Fontana Press. 

Griffiths, M.D. (2010). The use of online methodologies in data collection for gambling and gaming addictions. International Journal of Mental Health and Addiction, 8, 8-20.

Griffiths, M.D., Lewis, A., Ortiz de Gortari, A.B. & Kuss, D.J. (2016). Online forums and blogs: A new and innovative methodology for data collection. Studia Psychologica, in press.

Hine, C. (Ed.). (2005). Virtual methods. Issues in social research on the Internet. Oxford, UK: Berg.

Hine, C. (2000). Virtual ethnography. London: Sage.

Kozinets, R.V. (2010). Netnography. Doing ethnographic Research Online. Sage: London.

Parke, A., & Griffiths, M.D. (2011). Poker gambling virtual communities: The use of Computer-Mediated Communication to develop cognitive poker gambling skills. International Journal of Cyber Behavior, Psychology and Learning, 1(2), 31-44.

Wood, R.T.A. & Griffiths, M.D. (2007). Online data collection from gamblers: Methodological issues. International Journal of Mental Health and Addiction, 5, 151-163.

Wood, R.T.A., Griffiths, M.D. & Eatough, V. (2004). Online data collection from videogame players: Methodological issues. CyberPsychology and Behavior, 7, 511-518.

Market forces: Does gambling advertising increase problem gambling?

Anyone who watched the Euro 2016 football tournament on ITV a couple of months ago will have noticed the many offers to gamble on the matches. You were encouraged to download the bookies’ mobile apps, or asked to bet-in-play and gamble responsibly. But how do we respond to gambling ads? Do they actually draw us in? Arguably the most noticeable change in the British gambling landscape since the Gambling Act came into force in September 2007 has been the large increase in gambling advertising on television. Prior to this, the only gambling ads allowed on TV were those for National Lottery products, bingo, and the football pools.

In 2013, Ofcom published their research examining the volume, scheduling, frequency and exposure of gambling advertising on British television. The findings showed that there had been a 600% increase in UK gambling advertising between 2006 and 2012 – more specifically, there were 1.39m adverts on television in 2012 compared to 152,000 in 2006. The report also showed that gambling adverts accounted for 4.1% of all advertising seen by viewers in 2012, up from 0.5% in 2006 and 1.7% in 2008.

So is the large increase having any effect on gambling and problem gambling? In 2007, prior to there being widespread gambling ads on TV, the British Gambling Prevalence Survey (BGPS) of over 9,000 people (aged 16 years and over) reported that 0.6% of them were problem gamblers. In the 2010 BGPS, the problem gambling prevalence rate had increased by half to 0.9%. Some of this increase may, arguably, have been due to increased gambling advertising. However, the latest British survey research shows that the prevalence of problem gambling is back down (to 0.5%), so perhaps increased gambling advertising hasn’t resulted in an increase of problem gambling.

Surprisingly, there is relatively little scientific evidence that advertising directly influences gambling participation and problem gambling. This is partly because demonstrating empirically that the negative effects of gambling are solely attributable to advertising is hard. For instance, a study of 1,500 people in New Zealand by Ben Amey, a governmental social science researcher at the Ministry of Internal Affairs, reported an association between participation in gambling activities and recall of gambling advertising. The study fund that over 12 months, 83% of people who had gambled between zero and three times remembered seeing gambling ads during that time. For people that had gambled four or more times, the figure was at 93%.

Last year, research colleagues from the University of Bergen in Norway and I published one of the largest studies carried out on gambling advertising. It involved more than 6,000 people and examined three specific dimensions of gambling advertising impacts: gambling-related attitudes, interest, and behavior (“involvement”); knowledge about gambling options and providers (“knowledge”); and the degree to which people are aware of gambling advertising (“awareness”). Overall, we found that impacts were strongest for the “knowledge” dimension. We also found that for all three dimensions, the impact increased with the level of advertising exposure.

We then compared the responses from problem gamblers against those of recreational (non-problem) gamblers. We found that problem gamblers were more likely than recreational gamblers to agree that gambling advertising increased their gambling involvement and knowledge, and that they were more aware of gambling advertising. In simple terms, our study showed that gambling advertising has a greater impact on problem gamblers than recreational gamblers. This indirectly supports previous research showing that problem gamblers often mention that gambling advertising acts as a trigger to their gambling.

We also found that younger gamblers were more likely than older ones to agree that advertising increased their gambling involvement and knowledge. This supports previous research showing that problem gambling is associated with stronger perceived advertising impacts among adolescents. One of the more worrying statistics reported in the Ofcom study was that children under 16 years of age were each exposed to an average of 211 gambling adverts a year (adults saw an average of 630). I am a firm believer that gambling is an adult activity and that gambling adverts should be shown only after the 9pm watershed. Unfortunately, all televised sporting events such as Euro 2016 can feature gambling ads at any time of the day, and that means that tens of thousands of schoolchildren have been bombarded with gambling ads over the last month.

Most of us who work in the field of responsible gambling agree that advertising “normalises” gambling and that all relevant governmental gambling regulatory agencies should prohibit aggressive advertising strategies, especially those that target impoverished individuals or youths. Most of the research data on gambling advertising uses self-report data (surveys, focus groups, interviews, etc.) and very little of these data provide an insight into the relationship between advertising and problem gambling. A review by the British lawyer Simon Planzer and Heather Wardle (the lead author of the last two BGPS surveys) concluded that gambling advertising is an environmental factor that has the power to shape attitudes and behaviours relating to gambling – but just how powerful it is remains unclear.

Overall, the small body of research on the relationship between gambling advertising and problem gambling has few definitive conclusions. If gambling advertising does have an effect, it appears to impact specific groups (such as problem gamblers and adolescents) but most of this research uses self-reported data that has been shown to be unreliable among gamblers.

At best, the scientific research only hints at the potential dangers of gambling ads. But in order to challenge the increasing normalisation of gambling among these most-at-risk groups, we need more robust evidence. Only then will we be able to understand the psychosocial impact of the kind of blanket advertising seen by children and adults during major sporting events such as Euro 2016.

(N.B. A version of this article was first published in The Conversation)

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.

Griffiths, M.D. (2010). Social responsibility in marketing for online gaming affiliates. i-Gaming Business Affiliate, June/July, p.32.

Griffiths, M.D. (2013). Responsible marketing and advertising of gambling. i-Gaming Business Affiliate, August/September, 50.

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, in press.

Reid, J. & Griffiths, M.D. (2004). Lotteries, television advertising, and televised lottery draws, Panorama (European State Lotteries and Toto Association), 15, 8-9.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning (pp. 135-153). New York: Springer.

Test augmentation: 10 reasons why ‘Pokémon Go’ is so appealing

“Pokémon Go is a free-to-play location-based augmented reality mobile game developed…Making use of GPS and the camera of compatible devices, the game allows players to capture, battle, and train virtual creatures, called Pokémon [pocket monsters] who appear on device screens as though in the real world. The game is free-to-play, although it supports in-app purchases of additional gameplay items” (Wikipedia, 2016)

Unless you’re news-shy, off-grid, and/or a hermit, you can’t fail to have noticed all the media hype surrounding Pokémon Go. My youngest son and seemingly all of is friends have been out and about enjoying playing the latest gaming phenomenon. A lot of the press stories that I have read concentrate on the allegedly ‘addictive’ properties of the game (see ‘Further reading’ below). But what makes Pokémon Go such an appealing game? Here are my top ten reasons:

(1) It’s a popular franchise with a novel twist

Pokémon is a huge franchise with lots of associated spin-offs (animates films, carton television show, card games, figures to collect, etc.). And unlike some franchises, it’s a game that appears to be popular across age and gender but various aspects of the game (such as the use of augmented reality) give the game a novel twist on most other games (by utilizing real-world locations in which players explore their neighbourhood locality or wherever they happen to be).

(2) It’s fun, free to play, easy to play, and easy to access

Unlike many popular games, you don’t need a dedicated console to play the game. There is little in the way of barriers to entry. Anyone who has a smartphone can download Pokémon Go and it can be played anywhere at any time because it is played on a mobile device in which players try to catch Pokémon at specific locations (‘PokéStops’). This means that the number of potential users is huge, even in comparison to console games. In addition, there are no complicated buttons to press or controls to use. Most importantly it’s fun and free to play (but players can buy in-game items, an area that I’ve done a bit of research on which I outlined in a previous blog).

(3) It’s nostalgic and a ‘blast from the past’

Pokémon Go features many of the early ‘classic’ Pokémon characters (the ones that you could name in a pub quiz) hailing back to the 1990s. As well as attracting new and younger players, adults who loved Pokémon as a child or teenager can now re-live some of their childhood and adolescence. In short, some players can experience something new yet familiar. A research review carried out by Dr. Constantine Sedikides and Dr. Tim Wildschut demonstrated that “nostalgia has remarkable implications for one’s future. It strengthens approach orientation, raises optimism, evokes inspiration, boosts creativity, and kindles prosociality. Far from reflecting escapism from the present, nostalgia potentiates an attainable future”. A number of online articles coomenting on the popularity of Pokémon have included quotes about the game’s nostalgic element from Dr. Jamie Madigan (author of the 2015 book Getting Gamers: The Psychology of Video Games and Their Impact on People Who Play Them). He asserted that if nostalgia is in play, and it evokes this positive emotion…our brain can substitute the question, ‘Does this make me happy’ for ‘Is this a good game?’”

(4) It’s a social game (if you want it to be)

Back in the early and mid-2000s I published a number of studies showing that the most important reason for playing online multiplayer games was for social reasons and to connect and interact with other players. The great think about Pokémon Go is that meeting other players face-to-face is almost inevitable as the game is played outside and on the move, and it’s easy to spot other like-minded players. People can make new friendships or consolidate existing ones. Players talk to each other and can share their experiences. Some may even have shared memories that plugs into feelings of nostalgia. However, Pokémon Go players (if they so wish) can play on their own too. The game is flexible enough to adapt to the player.

(5) It features augmented reality

One of the defining features of Pokémon Go is that augmented reality is a fundamental (and arguably the main) part of the game. Augmented reality (AR) is defined as “a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS [global positioning system] data”. Pokémon Go has successfully managed to embed AR into the game which some players claim makes characters feel “more alive”. An article on the phenomenon in Time magazine said that Pokémon Go provides “the illusion that wild Pokémon are out there in the real world, waiting to be caught”. There are also some claims (such as a paper by Dr. Keith Bujak and his colleagues in a paper published in a 2013 issue of the journal Computers and Education) that augmented reality can be potentially addictive. The authors claim that children are most at risk from AR addiction and assert that:

“Augmented reality does not separate the user from his reality but instead uses it and realistically transforms it…This effect can cause a high degree of surprise and curiosity in users”.

(6) It’s motivating

Any one who plays videogames or researches in the area knows that successful games have to be motivating to play. Rewards within Pokémon Go help players to foster achievement, and achieving goals within the game drives motivation. As an article on the Keep It Suitable website noted: “The self-confidence that arises from the achievement of a goal – catching a Pikachu – motivates people to play more and more…and ‘Pokémon Go’ players are indeed very motivated…The ease with which the reward comes every time your phone buzzes, alerting you that a Pokémon is nearby, is very basic psychological conditioning”.

(7) It involves collecting

In a number of my previous blogs I have written about the psychology of collecting and this also appears to be one of the attractions concerning all things Pokémon (in fact the Pokémon mantra has always been “Gotta catch ‘em all”). In my articles I have always referenced the work of Professor Russell Belk who has written a lot of books and papers on the topic. He was interviewed by Forbes magazine on the topic of Pokémon Go. The Forbes article noted:

“In a 1991 article published in the ‘Journal of Social Behavior and Personality’, Belk described two main types of collecting: aesthetic and taxonomic. Aesthetic collecting occurs when objects aren’t in limited supply and so adding things to your collection depends on personal preferences. This includes artwork, but not pocket monsters. ‘I expect no matter how beautiful or ugly the Pokémon is, there’s relatively little aesthetic judgment,” says Belk…’You want them all — or as many as possible’. Collecting Pokémon is a lot like building a coin or stamp collection. It involves taxonomy – the process of naming and classifying things into groups. Taxonomic collecting can end temporarily but continue later: the original Game Boy games (Pokémon Red and Pokémon Blue) featured 151 monster ‘species,’ but sequels have pushed that number over 700. If ‘Pokémon Go’ remains popular and profitable in the long term, the app’s developer will no doubt add new species. Belk adds that the desire to collect isn’t driven by a need to complete a collection. ‘You’re not striving for that closure as much as striving for bigger and better collections…That implies some social comparisons – that your collection is in some sense better than theirs.”

In the same article, reference was also made to a just published literature review (‘Extended self and the digital world’) by Professor Belk in the journal Current Opinion in Psychology. In the paper Belk claims collecting has now gone beyond physical items and can now include the collecting of digital artefacts. As Belk notes:

“Collecting digital objects can have advantages over physical possessions. While coins and stamps are kept in cabinets at home, you can store an entire collection of ‘Pokémon’ on your phone to show friends…One reason why ‘Pokémon Go’ is so popular is that it puts digital monsters in the real world. Like finding a rare book in an antique shop, this turns the discovery of Pokémon — the challenge or thrill of the chase — into a story. With augmented reality, they’ve made the ‘thrill of the hunt’ in a version where you can tweet about it, you can post about it on your website, you can carry around images of the Pokémon that you’ve collected…That’s a conversation piece, and something you can carry with you or brag about online.”

(8) It gets people active without them really knowing it

A number of articles on Pokémon Go have noted that playing the game has meant players having to go outdoors and walk miles to catch the Pokémon. In short, if you want to do well in the game, you have to get out the house and do some exercise. As one article summed up on this aspect: ‘The running meme is that Pokémon Go managed to do in 24 hours what Michelle Obama could not manage over the course of 8 years: get people outside and active…It turns out gamification of healthy activities can be done and that’s potentially a huge win for the gaming subset of our society that doesn’t exactly have the healthiest track record”. Personally, I’m not convinced that Pokémon Go is as good as more traditional ‘exergaming’ (such as playing Wii Sports) but I can’t deny that it gets people out of a sedentary routine.

(9) It’s a never-ending game

Pokémon Go is a non-linear game in which every user’s playing experience is different given that it uses the person’s individual geo-location. Like many massively multiplayer online games, there is no end to the game and some players continue playing because of FOMO (fear of missing out). Ultimately there is theoretically no limit to how many Pokémon a player can catch or how the game might evolve over time.

(10) The rewards are unpredictable

Over the years I have written countless papers talking about the role of random ratio reinforcement schedules (operant condition processes) that underlie repetitive behaviour (that in extreme cases can result in gambling and gaming addictions). In simple terms, playing a videogame or a slot machine results in intermittent and unpredictable rewards. Knowing when a reward is coming gets boring in the long run but games where the player doesn’t know when the next reward is coming (like when in the Pokémon Go game, the player will next see a Pokémon to catch). Anticipated rewards (similarly to actual rewards) also facilitate dopamine (one of the most important ‘feel good’ neurotransmitters in the human body) release in the body. In fact, a paper by Dr. Patrick Anselm and Dr. Mike Robinson published in the journal Frontiers in Behavioral Neuroscience argued that dopamine release “seems to reflect the unpredictability of reward delivery rather than reward per se” and suggests that the motivation to gamble or play videogames “is strongly (though not entirely) determined by the inability to predict reward occurrence”. In short, playing Pokémon Go can keep you playing longer than you might have originally intended.

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

Further reading

Anselme, P. & Robinson, M.J.F. (2013) What motivates gambling behavior? Insight into dopamine’s role. Frontiers in Behavioral Neuroscience, 7, 182. doi: 10.3389/fnbeh. 2013.00182

Belk, R. W. (1991). The ineluctable mysteries of possessions. Journal of Social Behavior and Personality, 6(6), 17-55.

Belk, R. (2016). Extended self and the digital world. Current Opinion in Psychology, 10, 50-54.

Bujak, K.R., Radu, I., Catrambone, R., Macintyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536-544.

Chamary, J.V. (2016). Science explains why you’re addicted to Pokémon GO. Forbes, July, 12. Located at: http://www.forbes.com/sites/jvchamary/2016/07/12/science-collecting-pokemon/#276f49ac6d2e

Cleghorn, J. & Griffiths, M.D. (2015). Why do gamers buy ‘virtual assets’? An insight in to the psychology behind purchase behaviour. Digital Education Review, 27, 98-117.

Cole, H. & Griffiths, M.D. (2007). Social interactions in Massively Multiplayer Online Role-Playing gamers. CyberPsychology and Behavior, 10, 575-583.

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

Griffiths, M.D., Davies, M.N.O. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 7, 479-487.

Griffiths, M.D., Davies, M.N.O. & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27, 87-96.

Duhi, A. (2016). Caught ’em all?: Why Pokémon Go is so addicting. FSU News, July 19. Located at: http://www.fsunews.com/story/news/2016/07/19/caught-em-all-why-pokemon-go-so-addicting/87309612/

Eadiccio, L. (2016). Psychology experts explain why ‘Pokemon Go’ is so addictive. Time, July 12. Located at: http://time.com/4402123/pokemon-go-nostalgia/

Goodwin, R. (2016). Why the hell is everyone so addicted to Pokemon Go? Know Your Mobile, July 14. Located at: http://www.knowyourmobile.com/games/pokemon-go/23690/why-hell-everyone-so-addicted-pokemon-go

Keep It Suitable (2016). 10 Reasons from real users: Why is Pokemon Go so addictive? July 16. Located at: http://www.keepitusable.com/blog/?p=3579

Kubas-Meyer, A. (2016). Pokémon GO Is the most addictive gaming app ever. Daily Beast, July 11. Located at: http://www.thedailybeast.com/articles/2016/07/11/pokemon-go-is-the-most-addictive-gaming-app-ever.html

Sedikides, C., & Wildschut, T. (2016). Past forward: Nostalgia as a motivational force. Trends In Cognitive Sciences, 20(5), 319-321.

Smith, C. (2016). Science explains why you’re so addicted to Pokemon Go. BGR.com, July 13. Located at: http://bgr.com/2016/07/13/pokemon-go-game-addiction/

Wikipedia (2016). Pokémon Go. Located at: https://en.wikipedia.org/wiki/Pokémon_Go

Williams, C. (2016). Why everyone is addicted to Pokemon Go. Looper, July 14. Located at: http://www.looper.com/18330/everyone-addicted-pokemon-go/

More term warfare: Is the concept of ‘internet addiction’ a misnomer?

A recent study by Professor Phil Reed and his colleagues published in the Journal of Clinical Psychiatry provided some experimental evidence that internet addicts may be conditioned by what they view on the screen. Given that I was the first person in the world to publish an academic paper on internet addiction back in November 1996 it’s good to see that the number of studies into internet addiction has grown substantially over the last 20 years and that there are now hundreds of studies that have investigated the disorder worldwide in many different ways.

This newly published study is one of the few in the field that has investigated internet addiction from an experimental perspective (as opposed the majority that use self-report survey methods and the increasing number of neuroimaging studies examining what happens inside the brains of those who spend excessive amounts of time online).

Professor Reed’s study involved 100 adult volunteers who were deprived of internet access for four hours. The research team then asked the participants to name a colour (the first one that they could think of) and then gave them 15 minutes to access any websites that they wanted to on the internet. The research team monitored all the sites that the participants visited and after the 15-minute period they were again asked to think of the first colour that came to mind. The participants were also asked to complete various psychometric questionnaires including the Internet Addiction Test (IAT). The IAT is a 20-item test where each item is scored from 0 [not applicable] or 1 [rarely] up to 5 [always]. An example item is How often do you check your e-mail before something else that you need to do?” Those scoring 80 or above (out of 100) are typically defined as having a probable addiction to the internet by those who have used the IAT in previous studies.

Those classed as “high problem [internet] users” on the basis of IAT scores (and who were deprived internet access) were more likely to choose a colour that was prominent on the websites they visited during the 15-minute period after internet deprivation. This wasn’t found in those not classed as internet addicts. Professor Reed said:

“The internet addicts chose a colour associated with the websites they had just visited [and] suggests that aspects of the websites viewed after a period without the net became positively valued. Similar findings have been seen with people who misuse substances, with previous studies showing that a cue associated with any drug that relieves withdrawal becomes positively valued itself. This is the first time though that such an effect has been seen for a behavioural addiction like problematic internet usage”.

While this is an interesting finding there are some major shortcomings both from a methodological standpoint and from a more conceptual angle. Firstly, the number of high problem internet users that were deprived internet access for four hours comprised just 12 individuals so the sample size was incredibly low. Secondly, the individuals classed as high problem internet users had IAT scores ranging from 40 to 72. In short, it is highly unlikely that any of the participants were actually addicted to the internet. Thirdly, although the IAT is arguably the most used screen in the field, it has questionable reliability and validity and is now very out-dated (having been devised in 1998) and does not use the criteria suggested for Internet Disorder in the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Using more recently developed instruments such as our own Internet Disorder Scale would have perhaps overcome some of these problems.

There are also much wider problems with the use of the term ‘internet addiction’ as most studies in the field have really investigated addictions on the internet rather than to the internet. For instance, individuals addicted to online gaming, online gambling or online shopping are not internet addicts. They are gambling addicts, gaming addicts or shopping addicts that are using the medium of the internet to engage in their addictive behaviour. There are of course some activities – such as social networking – that could be argued to be a genuine type of internet addiction as such activities only take place online. However, the addiction is to an application rather than the internet itself and this should be termed social networking addiction rather than internet addiction. In short, the overwhelming majority of so-called internet addicts are no more addicted to the internet than alcoholics are addicted to the bottle.

A shorter version of this article was first published in The Conversation

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

Further reading

Griffiths, M.D. & Kuss, D.J. (2015). Online addictions: The case of gambling, video gaming, and social networking. In Sundar, S.S. (Ed.), Handbook of the Psychology of Communication Technology (pp.384-403). Chichester: Wiley-Blackwell.

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.

Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.

Griffiths, M.D. & Pontes, H.M. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research and Therapy, 5: e124. doi:10.4172/2155-6105.1000e124.

Kuss, D.J. & Griffiths, M.D. (2015). Internet Addiction in Psychotherapy. Basingstoke: Palgrave Macmillan.

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.

Osborne, L. A., Romano, M., Re, F., Roaro, A., Truzoli, R., & Reed, P. (2016). Evidence for an internet addiction disorder: internet exposure reinforces color preference in withdrawn problem users. Journal of Clinical Psychiatry, 77(2), 269-274.

Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.

Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.

A poor sense of rumour: A brief look at ‘addiction to gossip’

On Tuesday morning this week I was on my way into work and I picked up a copy of the Metro newspaper and on page five the headline was [Tory MP Michael] “Gove is addicted to gossip”. Obviously the article piqued my interest because of the word “addicted” in the title of the article and I decided there and then that I would write a blog on the topic. I ought to add that even before researching the topic, I did not expect to find any empirical evidence of anyone being genuinely addicted to gossip.

According to the Wikipedia entry, “gossip is idle talk or rumour, especially about the personal or private affairs of others…The term is sometimes used to specifically refer to the spreading of ‘dirt’ and misinformation as (for example) through excited discussion of scandals”. I suppose all of us have engaged in gossiping, and now in the age of social media there’s probably a lot of you reading this who do it on a daily basis. Because of the social media, sharing gossip has become faster and more widespread. Rumours about celebrities can be spread online extremely fast. There is a fair amount of research into the psychology of gossip both in everyday life and of its effect in the workplace. From an evolutionary psychology perspective, Dr. Robin Dunbar has noted in his book Grooming, Gossip and the Evolution of Language that it is a form of social grooming that helps social bonding among large groups of people and that language evolved for gossip to occur.

Unsurprisingly I couldn’t find any academic research that’s been carried out into gossip as an addiction although I did locate a number of online articles on the topic written by both journalists and psychologists. And there’s no shortage of diagnostic quizzes and tips on how to stop gossiping (for instance, you can visit the ‘Are you addicted to gossip?’ webpage and answer the questions, read advice on ‘How to End a Celebrity Gossip Addiction or look at the ‘6 Steps to Stop Gossiping + Why It Matters webpage).

Although I didn’t locate any empirical research on addiction to gossip, the concept did make a fleeting appearance in a few academic book chapters I read. For instance, in a 2008 book chapter entitled ‘Consuming gossip’, Dr. Vissia Ita Yulianto looked at the discourses that women use to justify gossiping. Yulianto noted:

One important finding from my discussions with female viewers is that, when asked if celebrity gossip shows contain messages, they remark that it gives them information about celebrities. They consider ‘gossip’ to be ‘information’. This may be because they felt the need to rationalize their addiction to gossip, and to legitimatize it by referring to it as a source of ‘information’.”

Here, Yulianto uncritically assumes her participants have an “addiction to gossip” although she would no doubt argue she is using the word ‘addiction’ in a metaphorical sense rather than from a psychological and/or clinical perspective. In another book chapter, Dr. Andrea Timár, a literary studies scholar examining the works of Samuel Taylor Coleridge and mentions (in passing) that the “craving for gossip is ever-demanding”. These few simple words include both a well-known symptom of addiction (i.e., ‘craving’) as well as describing a feature of addiction (i.e., ‘ever-demanding’).

One of the more interesting articles I read was by Kiran Relangi on the Purple Room Healing website. He claims that gossip is the “ugly addiction” and that it is a “repeated and ritualistic abuse of knowledge and of our own personalities. Gossip turns us from polite conversation makers into rumour-thirsty vampires scandalizing private lives for personal satisfaction”. Relango does appear to see gossip as something addictive and that “like any addiction, we only gossip because we do not want to be reminded of our insecurities, failures and voids within. By engaging in gossip we not only divert our minds from introspection, we also create such falsehoods that will make us feel better and safe”. He then lists what he sees as the four different functions for gossip in our lives (including ‘gossip as an addiction’). These four reasons are taken verbatim from his article:

  • Gossip as a defence mechanism: It feels good to ‘prove’ another human is much inferior to us. That feeling creates a temporary and partial amnesia for our own shortcomings and insecurities. Instead of dealing with our own ugliness we create even uglier pictures of others around so we can feel better.
  • Gossip as an emotional vent: The persons we gossip about quickly become our vents. Whenever we are upset about anything, we find ourselves engaging vehement and slanderous gossip smearing somebody’s image with shit in our lives.
  • Gossip for conversation: Talk ill of a commonly disliked person so we can bond closer to fellow gossipers. Any bond built on gossip is likely to sever because of gossip.
  • Gossip as an addiction: Count how many times a week you engage yourself in ‘discussing’ affairs of a third person. You may feel you have control over what you speak and how much you speak. But strangely you never feel motivated to stop speaking. That’s an addiction. Gossip as an addiction is a ‘sweet’ cover for our failures and the ugliness we carry within”.

An online article (‘Are you addicted to gossip?’) on the Inner Self website by Dr. Richard Michael goes as far to say that gossip is the world’s favorite pastime. He asserts:

“How and why has the world become so addicted to gossip? The reason is that those that gossip and who listen to gossip do not view themselves as being important, but they do view others as being important…The problem with listening to gossip is that you do not just listen to it with your ears or see it with your eyes, you hear and see it with your heart, and that eventually wounds the heart. The heart becomes wounded because you have temporarily filled an empty space within it with someone other than yourself and your own individual importance. Therefore, you have filled that space with words and sights that you heard, read, and saw about others. This leads to a longing to learn more about this person, much like an addiction”.

In an article entitled ‘Addiction to gossip’ by Dr. Margaret Paul, she responds an ‘agony aunt’ type way to a man writing about his “unhappy” mother who uses talking about other people’s problems as a way of socially bonding with her. In this situation, Dr. Paul responds by saying the mother is likely using her addiction to gossip as a way of connecting with her son and avoiding her own emptiness and aloneness that is the result of her self-abandonment”. In response to another woman who cannot work out why she and her friends constantly (and “harshly”) judge other people that they know, Dr. Paul responds by saying “it feels good to our ego wounded self to feel like we are one up to these people, and it gives us something to connect about”. She then goes on to claim that:

“Gossip is like any other addiction – it is a way of avoiding responsibility for your feelings, and can be used by the wounded self as a way to connects with others. The wounded self has numerous ways of trying to connect with others other than being truly authentic and caring, such as drinking together, smoking pot together, ridiculing others together, or even using things like food to get a sense of closeness without having to be authentic. Gossip is another one of the ways the wounded self tries to connect and get filled up externally when you are abandoning yourself”.

Another online article I came across was a hypnosis site claiming that ‘gossip addiction’ can be treated. I don’t doubt that constantly gossiping can sometimes result in negative detrimental effects for the individual but that does not mean it is an addiction. The site spells out how gossip addicts can be helped: 

“If your mouth sometimes runs away with you and you hurt others (or yourself) by your gossiping, spilling the beans and divulging other people’s secrets – then this ‘Stop Gossiping’ session is for you…Gossip can seem harmless. A certain amount of sharing of information can be a way of bonding people together in groups…The trouble is that gossip spreads. Sometimes faster than wildfire. And because the story doing the rounds can get distorted…when it finally gets back to the one who was being talked about it can seem malicious. Even if the originator had no such intention. So even so-called ‘harmless gossip’ can ruin reputations – not just the reputation of the subject of the gossip, but your reputation too, if you were the one who started the gossip, or helped to spread it…It’s as if gossiping has become an addiction – as if you just can’t get enough of it…Using potent imagery to speak to your deepest self, ‘Stop Gossiping’ will help you enter a transformative state where you can untangle yourself from the short term buzz of gossiping”

Although I have argued that it is theoretically possible to become addicted to anything if there are constant rewards and reinforcements, I have yet to come across anything (even anecdotal) to suggest that anyone has ever been addicted to gossip.

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

Further reading

Drexler, P. (2014). Why we love to gossip. Psychology Today, August 12. Located at: https://www.psychologytoday.com/blog/our-gender-ourselves/201408/why-we-love-gossip

Dunbar, R. (1998). Grooming, gossip and the evolution of language. Cambridge, MA: Harvard University Press.

Engle, G. (2015). The psychology of gossip: Why talking sh*t makes you happy. Elite Daily, March 20. Located at: http://elitedaily.com/life/culture/gossip-born-to-talk-sht/972434/

Ludden, D. (2015). Why you were born to gossip. Psychology Today, February 27. Located at: https://www.psychologytoday.com/blog/talking-apes/201502/why-you-were-born-gossip

Michael, R.C. (1998). Are you addicted to gossip? Inner Self. Located at: http://innerself.com/content/creating-realities/4116-addicted-to-gossip.html

Paul, M. (2010). Addiction to gossip. Mental Health Matters, November 9. Located at: http://mental-health-matters.com/addiction-to-gossip/

Relangi, K. (2012). Gossip, the ugly addiction. Purple Room Healing, June 12. Located at: https://deadmanswill.wordpress.com/2012/06/02/gossip-the-ugly-addiction/

Tiger, R. (2015). Celebrity gossip blogs and the interactive construction of addiction. New Media & Society, 17(3), 340-355.

Wikipedia (2016). Gossip. Located at: https://en.wikipedia.org/wiki/Gossip

Yulianto, V.I. (2008). Consuming gossip: A re-domestication of Indonesian women. In Heryanto, A. (Ed.). Popular Culture in Indonesia: Fluid Identities in Post-Authoritarian Politics (pp.130-142). New York: Routledge.

Cite seeing: A brief guide for academics to increase their citation count

Apologies to any non-academics reading my blog today but this article will be of more interest to academic researchers than anyone else as it examines the strategies that I have used to get (what some people have claimed as) an “excessive” number of citations to my published work. All academics are aware that the use of bibliometric data is becoming ever more important in academia. Along with impact factors of academic journals, one of the most important bibliometric indicators is citation counts. These are increasingly being used in a number of contexts including internal assessment (e.g., going for a job promotion) and external assessments (e.g., use in the Research Excellence Framework [REF] as a proxy measure of quality and impact).

In June 2016 I reached close to 30,000 citations on Google Scholar and this is good evidence that what I do day-to-day works. I have an h-index of 91 (i.e., at least 91 of my papers have been cited 91 times) and an i10-index of 377 (i.e., a least 377 of my papers have been cited 10 times).

Citation counts take years to accumulate but you can help boost your citations in a number of different ways. Here are my tips and strategies that I personally use and that I know work. It probably goes without saying that the more you write and publish, the greater the number of citations. However, here are my top ten tips and based on a number of review papers on the topic (see ‘Further reading’ below):

  • Choose your paper’s keywords carefully: In an age of search engines and academic database searching, keywords in your publications are critical. Key words and phrases in the paper’s title and abstract are also useful for search purposes.
  • Use the same name on all your papers and use ORCID: I wish someone had told me at the start of my career that name initials were important. I had no idea that there were so many academics called ‘Mark Griffiths’. Adding my middle initial (‘D’) has helped a lot. You can also use an ORCID or ResearcherID and link it to your publications.
  • Make your papers as easily accessible as possible: Personally, I make good use of many different websites to upload papers and articles to (ResearchGate and academia.edu being the two most useful to me personally). Your own university institutional repositories can also be useful in this respect. All self-archiving is useful. It is also especially important to keep research pages up-to-date if you want your most recent papers to be read and cited.
  • Disseminate and promote your research wherever you can: I find that many British academics do not like to publicise their work but ever since I was a PhD student I have promoted my work in as many different places as possible including conferences, seminars, workshops and the mass media. More recently I have used social media excessively (such as tweeting links to papers I’ve just published). I also write media releases for work that I think will have mass appeal and work with my university Press Office to ensure dissemination is as wide as possible. I also actively promote my work in other ways including personal dissemination (e.g., my blogs) as well as sending copies of papers to key people in my field in addition to interested stakeholder groups (policymakers, gaming industry, treatment providers, etc.). I have a high profile web presence via my many websites.
  • Cite your previously published papers: Self-citation is often viewed quite negatively by some academics but it is absolutely fine to cite your own work where relevant on a new manuscript. Citing my own work has never hurt my academic career.
  • Publish in journals that you know others in your field read: Although many academics aim to get in the highest impact factor journal that they can, this doesn’t always lead to the highest number of citations. For instance, when I submit a gambling paper I often submit to the Journal of Gambling Studies (Impact factor=2.75). This is because gambling is a very interdisciplinary field and many of my colleagues (who work in disparate disciplines – law, criminology, social policy, economics, sociology, etc.) don’t read psychology journals. Some of my highest cited papers have been in specialist journals.
  • Try to publish in Open Access journals: Research has consistently shown that Open Access papers get higher citation rates than non-Open Access papers.
  • Write review papers: Although I publish lots of empirical papers I learned very early on in my academic career that review papers are more likely to be cited. I often try to write the first review papers in particular areas as everyone then has to cite them! Some types of outputs (especially those that don’t have an abstract) are usually poorly cited (e.g., editorials, letters to editors).
  • Submit to special issues of journals: Submitting a paper to a special issue of a journal increases the likelihood that others in your field will read it (as it will have more visibility). Papers won’t be cited if they are not read in the first place!
  • Publish collaboratively and where possible with international teams. Again, research has consistently shown that working with others collaboratively (i.e., team-authored papers) and in an international context has been shown to significantly increase citation counts.

Finally, here are a few more nuggets of information that you should know when thinking about how to improve your citation counts.

  • There is a correlation between number of citations and the impact factor of the journal but if you work in an interdisciplinary field like me, more specialist journals may lead to higher citation counts.
  • The size of the paper and reference list correlates with citation counts (although this may be connected with review papers as they are generally longer and get more cited than non-review papers.
  • Publish with ‘big names’ in the field. Publishing with the pioneers in your field will lead to more citations.
  • Get you work on Wikipedia References cited by Wikipedia pages get cited more. In fact, write Wikipedia pages for topics in your areas.
  • Somewhat bizarrely (but true) papers that ask a question in the title have lower citation rates. Titles that have colons in the title have higher citation rates.

Note: A version of this article was first published in the PsyPAG Quarterly (see below)

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

Further reading

Ball, P. (2011). Are scientific reputations boosted artificially? Nature, May 6. Located at: http://www.nature.com/news/2011/110506/full/news.2011.270.html (last accessed April 27, 2015).

Bornmann, L., & Daniel, H. D. (2008). What do citation counts measure? A review of studies on citing behavior. Journal of Documentation, 64(1), 45-80.

Corbyn, Z. (2010). An easy way to boost a paper’s citations. Nature, August 13. Located at: http://dx.doi.org/10.1038/news.2010.406 (last accessed April 27, 2015).

Ebrahim. N. A. (2012). Publication marketing tools – Enhancing research visibility and improving citations. University of Malaya. Kuala Lumpur, Malaysia. Available at: http://works.bepress.com/aleebrahim/64

Ebrahim, N., Salehi, H., Embi, M. A., Habibi, F., Gholizadeh, H., Motahar, S. M., & Ordi, A. (2013). Effective strategies for increasing citation frequency. International Education Studies, 6(11), 93-99.

Ebrahim, N.A., Salehi, H., Embi, M. A., Habibi, F., Gholizadeh, H., & Motahar, S. M. (2014). Visibility and citation impact. International Education Studies, 7(4), 120-125.

Griffiths, M.D. (2005). Self-citation: A practical guide. Null Hypothesis: The Journal of Unlikely Science (‘Best of’ issue), 15-16.

Griffiths, M.D. (2015). How to improve your citation count. Psy-PAG Quarterly, 96, 23-24.

Jamali, H. R., & Nikzad, M. (2011). Article title type and its relation with the number of downloads and citations. Scientometrics, 88(2), 653-661.

Marashi, S.-A., Amin, H.-N., Alishah, K., Hadi, M., Karimi, A., & Hosseinian, S. (2013). Impact of Wikipedia on citation trends. EXCLI Journal, 12, 15-19.

MacCallum, C. J., & Parthasarathy, H. (2006). Open Access increases citation rate. PLoS Biology, 4(5), e176, http://dx.doi.org/10.1371/journal.pbio.0040176

Swan, A. (2010) The Open Access citation advantage: Studies and results to date. Located at: http://eprints.soton.ac.uk/268516/ (last accessed April 27, 2015).

Vanclay, J. K. (2013). Factors affecting citation rates in environmental science. Journal of Informetrics, 7(2), 265-271.

van Wesel, M., Wyatt, S., & ten Haaf, J. (2014). What a difference a colon makes: How superficial factors influence subsequent citation. Scientometrics, 98(3): 1601–1615.