Category Archives: Social responsibility
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.
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
Posted in Addiction, Adolescence, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, Gender differences, I.T., Internet addiction, Internet gambling, Obsessive-Compulsive Disorder, Online addictions, Online gambling, Online gaming, Pornography, Psychiatry, Psychological disorders, Psychology, Sex, Social Networking, Social responsibility, Technological addiction, Technology, Video game addiction, Video games
Tags: Adolescent gambling, Behavioural addiction, Behavioural tracking, Facebook addiction, Harm minimization in gambling, Internet addiction, Internet addiction prevention, Internet gaming disorder, Journal of Behavioral Addictions, Pornography consumption, Pornography use, Responsible gambling, Reward Deficiency Syndrome, Social networking, Social networking addiction, Youth gambling
A couple of months ago, Dr. Michael Auer and I published a short paper in the Journal of Addiction Medicine and Therapy (JAMT) critically addressing a recent approach by researchers that use voluntary self-exclusion (VSE) by gamblers as a proxy measure for problem gambling in their empirical studies. We argued that this approach is flawed and is unlikely to help in developing harm-minimization measures.
For those who don’t know, self-exclusion practices typically refer to the possibility for gamblers to voluntarily ban themselves from playing all (or a selection of) games over a predetermined period. The period of exclusion can typically be chosen by the gambler although some operators have non-negotiable self-exclusion periods. Self-exclusion in both online sites and offline venues has become an important responsible gambling practice that is widely used by socially responsible operators.
There are many reasons why players self-exclude. In a 2011 study in the Journal of Gambling Studies by Dr. Tobias Hayer and Dr. Gerhard Meyer, players frequently reported excluding as a preventive measure and annoyance with the gambling operator as reasons for VSE. Furthermore, only one-fifth of self-excluders reported to be problem gamblers (21.2%). A recent 2016 (conference) paper by Dr. Suzanne Lischer (2016) reported that in a study of three Swiss casinos, 29% of self-excluders were pathological gamblers, 33% were problem gamblers, and 38% were recreational gamblers. Given that many voluntary self-excluders do not exclude themselves for gambling-related problems, Dr. Lischer concluded that self-exclusion is not a good indicator of gambling-related problems. In line with these results, a 2015 study published in International Gambling Studies led by Simo Dragicevic compared self-excluders with other online players and reported no differences in the (i) mean number of gambling hours per month or (ii) minutes per gambling session. The study also reported that 25% of players self-excluded within one day of their registration with the online operator. This could also be due to the fact that online players can self-exclude with just a few mouse-clicks.
Most studies to date report that the majority of voluntary self-excluders tend to be non-problem gamblers. Additionally, in 2010, the Australian Productivity Commission reported 15,000 active voluntary self-exclusions from 2002 to 2009 and that this represented only 10-20% of the population of problem gamblers. This means that in addition to most self-excluders being non-problem gamblers, that most problem gamblers are not self-excluders. This leads to the conclusion that there is little overlap between problem gambling and self-excluding.
Over the decade, analytical approaches to harm minimization have become popular. This has led to the development of various tracking tools such as PlayScan (developed by Svenska Spel), Observer (developed by 888.com), and mentor (developed by neccton and myself). Furthermore, regulators are increasingly recognizing the importance of early risk detection via behavioural tracking systems. VSE also plays an important role in this context. However, some systems use VSE as a proxy of at-risk or problem gambling.
Based on the findings from empirical research, self-exclusion is a poor proxy measure for categorizing at-risk or problem gamblers and VSE should not be used in early problem gambling detection systems. The reasons for this are evident:
- There is no evidence of a direct relationship between self-exclusion and problem gambling. As argued above, self-excluders are not necessarily problem gamblers and thus cannot be used for early risk detection.
- There are various reasons for self-exclusion that have nothing to do with problem gambling. Players exclude for different reasons and one of the most salient appears to be annoyance and frustration with the operator (i.e., VSE is used as a way of venting their unhappiness with the operator). In this case, an early detection model based on self-exclusion would basically identify unhappy players and be more useful to the marketing department than to those interested in harm minimization
- Problem gamblers who self-exclude are already actively changing their behaviour. The trans-theoretical ‘stages of change’ model (developed by Dr. Carlo DiClemente and Dr. James Prochaska) argues that behavioural change follows stages from pre-contemplation to action and maintenance. One could argue that the segment of players who self-exclude because they believe their gambling to be problematic are the ones who already past the stages where assistance is usually helpful in triggering action to cease gambling. These players are making use of a harm-minimization tool. The ones actually in need of detection and intervention are the ones who have not yet reached this stage of change yet and are not thinking about changing their behaviour at all. This is one more argument for the inappropriateness of self-exclusion as a proxy for problem gambling.
But what could be done to prevent the development of gambling-related problems in the first place? For the reasons outlined above, we would argue that the attempt to identify problem gambling via playing patterns that are derived from self-excluders does not assist harm minimization. Firstly, this approach does not target problem gamblers, and secondly it does not provide any insights into the prevention of such problems.
It is evident that any gambling environment should strive to minimize gambling-related harm and reduce the amount of gambling among vulnerable groups. It is also known that information that is given to individuals to enable behavioural change should encourage reflection because research has shown that self-monitoring can enable behavioural change in the desired direction. Dr. Jim Orford has also stated that attempts to explain such disparate gambling types from a single theoretical perspective are essentially a fool’s errand. This also complements the notion that problem gambling is not a homogenous phenomenon and there is not a single type of problem gambler (as I argued in my first book on gambling back in 1995). This also goes in line with the belief of Dr. Auer and myself that gambling sites have to personalize communication and offer the right player the right assistance based on their individual playing history. Recent research that Dr. Auer and I have carried out supports this line of thinking.
Studies have also shown that dynamic feedback in the form of pop-up messages has a positive effect on gambling behaviour and gambling-related thoughts. For instance, research from Dr. Michael Wohl’s team in Canada have found that animation-based information enhanced the effectiveness of a pop-up message related to gambling time limits. Our own research has found that an enhanced pop-up message (that included self-appraisal and normative feedback) led to significantly greater number of players ending their session than a simple pop-up message. In a real-world study of online gamblers, we also found that personalized feedback had a significant effect in reducing the time and money spent gambling.
Personalized feedback is a player-centric approach and in addition to gambling-specific research, there is evidence from many other areas that shows the beneficial effects on behavioural change. For instance, personalized messages have shown to enable behavioural change in areas such as smoking cessation, diabetes management, and fitness activity. Contrary to the self-exclusion oriented detection approach, we concluded in our recent JAMT paper that personalized feedback aims to prevent and minimize harm in the first place and is a much better approach to the prevention of problem gambling than using data from those that self-exclude from gambling.
Auer, M. & Griffiths, M. D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.
Auer, M. Griffiths, M.D. (2015). The use of personalized behavioral feedback for online gamblers: an empirical study. Frontiers in Psychology, 6, 1406. doi:10.3389/fpsyg.2015.01406
Auer, M., Griffiths, M.D. (2015). Testing normative and self-appraisal feedback in an online slot-machine pop-up in a real-world setting. Frontiers in Psychology. 6, 339 doi: 10.3389/fpsyg.2015.00339
Auer, M., Littler, A., Griffiths, M. D. (2015). Legal Aspects of Responsible Gaming Pre-commitment and Personal Feedback Initiatives. Gaming Law Review and Economics. 19, 444-456.
DiClemente, C. C., Prochaska, J. O., Fairhurst, S. K., Velicer, W. F., Velasquez, M. M., & Rossi, J. S. (1991). The process of smoking cessation: an analysis of precontemplation, contemplation, and preparation stages of change. Journal of Consulting and Clinical Psychology, 59, 295-304.
Dragicevic, S., Percy, C., Kudic, A., Parke, J. (2015). A descriptive analysis of demographic and behavioral data from Internet gamblers and those who self-exclude from online gambling platforms. Journal of Gambling Studies. 31, 105-132.
Gainsbury, S. (2013). Review of self-exclusion from gambling venues as an intervention for problem gambling. Journal of Gambling Studies, 30, 229-251.
Griffiths, M. D. (1995). Adolescent gambling. London: Routledge.
Griffiths, M.D. & Auer, M. (2016). Should voluntary self-exclusion by gamblers be used as a proxy measure for problem gambling? Journal of Addiction Medicine and Therapy, 2(2), 00019.
Hayer, T., & Meyer, G. (2011). Self-exclusion as a harm-minimization strategy: Evidence for the casino sector from selected European countries. Journal of Gambling Studies, 27, 685-700
Kim, H. S., Wohl, M. J., Stewart, M. K., Sztainert, T., Gainsbury, S. M. (2014). Limit your time, gamble responsibly: setting a time limit (via pop-up message) on an electronic gaming machine reduces time on device. International Gambling Studies, 14, 266-278.
Lischer, S. (2016, June). Gambling-related problems of self-excluders in Swiss casinos. Paper presented at the 16th International Conference on Gambling & Risk Taking, Las Vegas, USA.
Suurvali, H., Hodgins, D. C., Cunningham, J. A. (2010). Motivators for resolving or seeking help for gambling problems: A review of the empirical literature. Journal of Gambling Studies, 26, 1-33
Tags: Gambling, Harm minimisation in gambling, Personalised feedback, Problem gambling, Problem gambling proxy measures, Responsible gambling, Self-exclusion, Social Responsibility, Stages of change model, Voluntary self-exclusion
Back in March 2015, BBC News reported that parents of children in 16 Cheshire county schools had been sent a letter saying that head teachers would report them to the authorities if they allowed their children to play videogames that are rated for adults (i.e., games that have an ‘18’ rating). The teachers claimed that popular games like Grand Theft Auto and Call of Duty are too violent to be played by those under the age of 18 years. They also stated that such games increased sexualised behaviour and left children vulnerable to sexual grooming. The schools also threatened to report parents who let their children play such games because it was a form of parental neglect. The author of the letter, Mary Hennessy Jones, was quoted as saying that:
“We are trying to help parents to keep their children as safe as possible in this digital era. It is so easy for children to end up in the wrong place and parents find it helpful to have some very clear guidelines”.
I’m sure the letter to parents was written with the best of intentions but as a parent of three ‘screenagers’ and someone that has spent almost three decades researching the effects of video games on human behaviour, this appears to be a very heavy-handed way to deal with the issue. Although it is illegal for any retailer to sell ‘18’ rated games to minors, it is not illegal for children to play such games, or illegal for parents to allow their children to play such games. Many parents need to be educated about the positives and negatives of playing video games but reporting them to the “authorities” is not the right way forward.
Back in the early 1990s I was probably the only academic in the UK carrying out scientific research on children’s video game playing. In fact, I was proud of my role in getting age ratings onto all video games in the first place, and for writing the text for educational information leaflets for parents (outlining the effects of excessive playing of such games) sponsored by the National Council for Educational Technology. There are many positive benefits of playing video games (something that I wrote about in a previous article for The Conversation).
I know from first-hand experience that children often play games that are age-inappropriate. Two years ago, my (then) 13-year old son said he was the only boy in his class that did not play or own the Call of Duty video game. This is also borne out by research evidence. One study that I was involved in found that almost two-thirds of children aged 11- to 13-years of age (63%) had played an 18+ video game. Unsurprisingly, boys (76%) were more likely than girls (49%) to have played an 18+ video game. Children were also asked about how often they played 18+ video games. Of the two-thirds who had played them, 8% reported playing them “all the time”, 22% reported playing them “most of the time”, 50% reported playing them “sometimes”, 18% reported playing them “hardly ever”. Again, boys were more likely than girls to play 18+ video games more frequently. Children were asked how they got access to 18+ plus video games. The majority had the games bought for them by family or friends (58%), played them at a friend’s house (35%), swapped them with friends (27%), or bought games themselves (5%). This research certainly appears to suggest that parents and siblings are complicit in the playing of age-inappropriate games.
There is a growing amount of scientific literature that has examined the content of video games designed for adults. For instance, a study led by Dr. Kimberley Thompson and published in the Archives of Pediatric and Adolescent Medicine attempted to quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in adult (18+) video games and to assess whether the actual game content matched the content descriptor on the packaging. Although content descriptors for violence and blood provided a good indication of content in the 36 games examined, the authors concluded that 81% of the games studied (n=29) lacked content descriptors of other adult content. Other studies carried out by the same research team have found that adult content can be found in lots of games aimed at young children and teenagers.
Another study led by Dr. David Walsh published in Minerva Pediatrica tested the validity of media rating systems (including video games). Results showed that when the entertainment industry rated a product as inappropriate for children, parents also agreed that it was inappropriate. However, parents disagreed with many industry ratings that were designated as containing material as suitable for children. The products rated as appropriate for adolescents by the industry were of the greatest concern to parents.
The issue of children and adolescents playing 18+ games is no different from the debates about children and adolescents watching 18+ films. However, based on anecdotal evidence appears that parents are more likely to adhere to age ratings on films than they are on video games. This is one area that both media researchers and media educators need to inform parents to be more socially responsible in how they monitor their children’s leisure activity. A school sending out a threatening letter to parents is unlikely to change parental behaviour. Education and informed debate is likely to have a much greater effect in protecting our children from the potential harms of video game playing.
Anderson, C.A., Gentile, D.A., & Dill, K.E. (2012). Prosocial, antisocial and other effects of recreational video games. In D.G. Singer, & J.L. Singer (Eds), Handbook of Children and the Media, Second Edition, (pp. 249-272). Thousand Oaks, CA: Sage.
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B.J., Sakamoto, A., Rothstein, H.R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychological Bulletin, 136, 151-173.
Bartlett, C. P., Anderson, C.A. & Swing, E.L. (2009). Video game effects confirmed, suspected and speculative: A review of the evidence. Simulation and Gaming, 40, 377-403.
Ferguson, C. J. (2007). Evidence for publication bias in video game violence effects literature: A meta analytic review. Aggression and Violent Behavior, 12, 470-482.
Ferguson, C. J. (2013). Violent video games and the supreme court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. American Psychologists, 68, 57-74.
Ferguson, C. J., San Miguel, S. & Hartley, T. (2009). Multivariate analysis of youth violence and aggression: The influence of family, peers, depression and media violence. Journal of Paediatrics, 155, 904-908.
Gentile, D. A. & Stone, W. (2005). Violent video game effects in children and adolescents: A review of the literature. Minerva Pediatrics, 57, 337-358.
Griffiths, M.D. (1998). Video games and aggression: A review of the literature. Aggression and Violent Behavior, 4, 203-212.
Griffiths, M.D. (2000). Video game violence and aggression: Comments on ‘Video game playing and its relations with aggressive and prosocial behaviour’ by O. Weigman and E.G.M. van Schie. British Journal of Social Psychology, 39, 147-149.
Griffiths, M.D. (2010). Age ratings on video games: Are the effective? Education and Health, 28, 65-67.
Griffiths, M.D. & McLean, L. (in press). Content effects: Online and offline games. In P. Roessler (Ed.), International Encyclopedia of Media Effects. Chichester: Wiley.
Grüsser, S.M., Thalemann, R. & Griffiths, M.D. (2007). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology and Behavior, 10, 290-292.
Ivory, J.D., Colwell, J., Elson, M., Ferguson, C.J., Griffiths, M.D., Markey, P.M., Savage, J. & Williams, K.D. (2015). Manufacturing consensus in a divided field and blurring the line between the aggression concept and violent crime. Psychology of Popular Media Culture, 4, 222–229.
McLean, L. & Griffiths, M.D. (2013). The psychological effects of videogames on young people. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 31(1), 119-133.
McLean, L. & Griffiths, M.D. (2013). Violent video games and attitudes towards victims of crime: An empirical study among youth. International Journal of Cyber Behavior, Psychology and Learning, 2(3), 1-16.
Mehroof, M. & Griffiths, M.D. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316.
Posted in Addiction, Adolescence, Computer games, Crime, Cyberpsychology, Games, Gender differences, I.T., Online addictions, Online gaming, Psychology, Sex, Social responsibility, Technological addiction, Technology, Video game addiction, Video games
In recent years, online gambling has become a more common leisure time activity. Research around the world suggests around 8-16% of adults have gambled online during the past year. Research has also demonstrated that there are a number of situational and structural characteristics that make online gambling potentially risky for susceptible and vulnerable individuals. Such factors include increased accessibility, affordability, anonymity and specific structural features of online games such as high event frequency. In addition, some forms of online gambling may be more problematic than others (e.g., online poker, online casino games).
A number of scientific studies have also shown that there are typically more problematic gamblers among those that gamble on the internet compared to those that only gamble in land-based venues. However, problem gambling severity is associated with overall engagement and that when the volume of gambling is controlled for, Internet gambling is not predictive of problems. Furthermore, most online gamblers are also offline gamblers and gamble on many different activities and across different gambling platforms.
Given the increasing number of people gambling online and issues surrounding problem gambling, many of the more socially responsible gambling companies around the world have started to use responsible gambling tools to help their clientele gamble more safely (such as the option to set time and money spending limits or to temporarily self-exclude from gambling for a day, week, month, or longer). In fact, one of our own studies recently demonstrated that the use of both time and money spending limits are most effective among gamblers that play most frequently, and that the effects are differential. For instance, time spending limits were most useful for online poker players and monetary spending limits were most useful for online casino players.
In addition, gamblers can now access and/or are given general advice on healthy and responsible gambling, as well as information about common misbeliefs and erroneous perceptions concerning gambling. However, findings on the effectiveness of providing gamblers with information in correcting or changing erroneous beliefs have been mixed. Some outcomes support the display of information, while other studies have reported non-significant results.
Studies have also shown that the way information is presented can significantly influence behaviour and thinking. Several studies have investigated the effects of interactive versus static pop-up messages during gambling sessions. Static messages do not appear to be effective, whereas interactive pop-up messages and animated information have been shown to change both irrational belief patterns and behaviour of gamblers. It has also been suggested that informational warning signs should promote the application of self-appraisal and self-regulation skills rather than the simple provision of information.
In one of our more recent studies, we investigated the effect of a pop-up message that appeared after 1,000 consecutive online slot machine games had been played during a single gambling session using behavioural tracking data. Our study analysed 400,000 gambling sessions (200,000 sessions before the pop-up had been introduced and 200,000 after the pop-up had been introduced). We found that the pop-up message had a limited effect on a small percentage of players. Although the study reported nine times as many gamblers stopped after 1000 consecutive plays compared to those gamblers before the introduction of the pop-up message, the number of gamblers that actually stopped after viewing the pop-up message was less than 1%.
In a follow-up study, we investigated the effects of normative and self-appraisal feedback in a slot machine pop-up message compared to a simple (non-enhanced) pop-up message. The study compared two representative random samples of 800,000 gambling sessions (i.e., 1.6 million sessions in total) across two conditions (i.e., simple pop-up message versus an enhanced pop-up message). The results indicated that the additional normative and self-appraisal content doubled the number of gamblers who stopped playing after they received the enhanced pop-up message (1.39%) compared to the simple pop-up message (0.67%). Like our previous study, the findings suggested that pop-up messages influence only a small number of gamblers to cease long playing sessions but that enhanced messages are slightly more effective in helping gamblers to stop playing within-session. Our two studies evaluating pop-up messages are the only published studies that examine the impact of messaging on actual gamblers in a real world online gambling environment.
In order to make individuals gamble more responsibly using behavioural tracking data, we believe that player feedback should also be presented in a motivational way. In practical terms, this means presenting messages in a non-judgmental way alongside normative data so that gamblers can evaluate their actions compared to other like-minded individuals. One of our most recent studies examined personalised feedback and information given to players during real world gambling sessions. We hypothesized that gamblers receiving tailored feedback about their online gambling behaviour would be more likely to change their behaviour (as measured by the amount of time and money spent) compared to those who did not receive tailored feedback.
We were given access to the behavioural tracking data of 1,358 gamblers at a European online gambling website that had voluntarily signed up to a behavioural feedback system that we developed (called mentor) that is offered to all customers on the website. The system is an opt-in system (i.e., gamblers can voluntarily choose to use it and the system is not mandatory). Once gamblers have enrolled to use the system, they can retrieve detailed visual and numerical feedback about their gambling behaviour via a button on the website. Player feedback is displayed in a number of ways (numerical, graphical, and textual) and provides information about wins and losses, playing duration, number of playing days, and games played. The system can also display personal gambling behaviour over time. For instance, Figure 1 shows the playing time information for a hypothetical player in the form of a graph over time.
At the top of the screen, players receive information about playing time over the previous 4-week and 24-week period. The white line in Figure 1 indicates that the player shows an upward trend and is steadily increasing the amount of time spent gambling. During the previous 4-week period, the player spent 25.75 hours gambling online. The upper line in Figure 1 is the average playing time for all other comparable online players (depending upon what types of game are typically played) and provides the gambler both normative and comparative feedback. Such feedback has been emphasized as an important aspect in facilitating behavioural change. Players are either assigned to ‘lottery’ type players or ‘casino’ type players based on their playing patterns.
Of the daily active players, 10% (n=1,358) opted into the system. Players could opt-in via a clearly visible button on the post-login website page which appeared immediately after they logged into their account. The personalised information appeared in a new pop-up window. This typically led to a break in play, as gamblers who viewed the information are unlikely to play and view information simultaneously. The system tracks those players who sign up and therefore the opt-in date is known and can also be used for analytical purposes.
All the visual, numerical, and textual information can be accessed by the gambler via a user-friendly on-screen dashboard. Responsiveness means that interactive content automatically adapts to technical environments. The player front end thus looks similar on different devices such as desktops, laptops, mobile phones, or tablets and also across different browsers and operating systems such as Windows, Android or iOS.
We investigated whether players’ behaviour changed after they have registered for the mentor system and saw the personalised feedback for the first time. We then compared their gambling behaviour with over 15,000 online gamblers displaying the same types of gambling behaviour (i.e., matched controls). Our results indicated that the personalised feedback system achieved the hypothesised effect and that the time and money spent gambling was significantly reduced compared to the online gambler control group that did not utilize the mentor system. The results suggest that responsible gambling tools such as mentor may help the clientele of gambling companies gamble more responsibly, and may be of help those who gamble excessively.
To our knowledge, this study was the first real world study investigating the effects of behavioural feedback on actual gambling behaviour within a real online gambling website. However, there were a number of limitations. For instance, all of the players in the target population had voluntarily registered to use the mentor system and were therefore not selected randomly from the population of players (but we tried to overcome this by using a control group of matched pairs). In addition, the reliability of our findings is limited because our data were only collected from one online gambling environment. It may also the case that players who voluntarily signed up to receive personalised messages about their gambling were different in other ways from controls (i.e., gamblers who voluntarily signed up to receive personalised messages may have already been interested in reducing their gambling and would be likely to gamble less).
Another limitation is that we did not know whether any of the gamblers who voluntarily opted to use the mentor system were problem gamblers. Therefore we do not know whether the system captures gamblers most in need of such interventions. Based on the findings, one explanation may be that the tool may simply be curtailing gambling in those who already play responsibly. Although our study was performed in a real world setting utilising objective behavioural data, it is limited because the motivations and thoughts of the players were unknown and can only be inferred.
Online gambling operators have the technical capabilities to introduce behavioural feedback systems such as the one we described in our paper, and our findings suggest that a system like mentor can help players limit the amount of time and money spent gambling can be achieved. However, the findings are preliminary and future research should focus on investigating at which point in time players should receive personalised messages to optimize behavioural change.
Dr Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Auer, M. & Griffiths, M. D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.
Auer, M. & Griffiths, M. D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.
Auer, M. & Griffiths, M. D. (2015). Testing normative and self-appraisal feedback in an online slot-machine pop-up message in a real-world setting. Frontiers in Psychology, 6, 339. doi: 10.3389/fpsyg.2015.00339.
Auer, M. & Griffiths, M. D. (2015). The use of personalized behavioral feedback for problematic online gamblers: An empirical study. Frontiers in Psychology, 6, 1406. doi: 10.3389/fpsyg.2015.01406.
Auer, M. & Griffiths, M.D. (2016). Personalized behavioral feedback for online gamblers: A real world empirical study. Frontiers in Psychology, 7, 1875. doi: 10.3389/fpsyg.2016.01875.
Auer, M., Littler, A. & Griffiths, M.D. (2015). Legal aspects of responsible gaming pre-commitment and personal feedback initiatives. Gaming Law Review and Economics, 6, 444-456.
Auer, M., Malischnig, D. & Griffiths, M.D. (2014). Is ‘pop-up’ messaging in online slot machine gambling effective? An empirical research note. Journal of Gambling Issues, 29, 1-10.
Posted in Addiction, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, I.T., Internet gambling, Online addictions, Online gambling, Poker, Problem gamblng, Psychology, Social responsibility, Technology
Tags: Gambling, Gambling addiction, Gambling feedback, Mentor (RG tool), Online betting, Online casino, Online poker, Personalised feedback, Problem gambling, Responsible gambling, Responsible gambling tools, Social responsibility in gambling
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.
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
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.
Posted in Addiction, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, I.T., Internet addiction, Internet gambling, Obsession, Online addictions, Online gambling, Online gaming, Poker, Problem gamblng, Psychology, Social Networking, Social responsibility, Technological addiction, Technology, Video games
Tags: Cognitive distraction, Gambling, Gambling escape, Gambling excitement, Gambling stigma, Mobile gambling, Online accessibility, Online affordability, Online anonymity, Online convenience, Online disinhibition, Online escape, Online immersion, Online interactivity, Online simulation, Player retention, Problem gambling, Reputation management, Responsible gambling, Social gambling, Social Responsibility, Trust in 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)
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.
Posted in Addiction, Adolescence, Advertising, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, Gender differences, I.T., Internet gambling, Marketing, Poker, Psychology, Social Networking, Social responsibility, Technological addiction, Technology
Tags: Bingo advertising, British Gambling Prevalence Survey, Gambling, Gambling addiction, Gambling advertising, Gambling marketing, Lottery advertising, Online bingo advertising, Online gambling marketing, Online poker advertising, Problem gambling, Sports gambling, Sports gambling advertising, Television advertising
Over the last decade, the United Kingdom has undergone major changes of gambling legislation (most notably, the 2005 Gambling Act that came into force on September 1, 2007). The Gambling Act has provided the British public with increased opportunities and access to gambling like they have never seen before. Gambling legislation was revolutionized and many of the tight restrictions on gambling dating back to the 1968 Gaming Act were relaxed (particularly in relation to the advertising of gambling). The deregulation of gambling has also been coupled with the many new media in which people can gamble (internet gambling, mobile phone gambling, interactive television gambling, gambling via social networking sites). Given the expected explosion in gambling opportunities, is this something that the health and medical professions should be concerned about?
Gambling has not been traditionally viewed as a public health matter although research into the health, social and economic impacts of gambling has grown considerably since the 1990s. In August 1995, the British Medical Journal published an editorial called ‘Gambling with the nation’s health?’ which argued that gambling was a health issue because it widened the inequalities of income and that there was an association between inequality of income in industrialized countries and lower life expectancy. However, there are many other more specific reasons why gambling should be viewed as an issue for the medical profession.
According to the last British Gambling Prevalence Survey (BGPS) published in 2011, just under 1% of the British population have a severe gambling problem although the rate is approximately twice as high in adolescents, particularly as a result of problematic slot machine gambling. Disordered gambling is characterized by unrealistic optimism on the gambler’s part. All bets are made in an effort to recoup their losses. The result is that instead of “cutting their losses”, gamblers get deeper into debt pre-occupying themselves with gambling, determined that a big win will repay their loans and solve all their problems.
It is clear that the social and health costs of problem gambling can be large on both an individual and societal level. Personal costs can include irritability, extreme moodiness, problems with personal relationships (including divorce), absenteeism from work, family neglect, and bankruptcy. I have also reported in a number of my papers (including a 2007 report I wrote for the British Medical Association) that there can also be adverse health consequences for both the gambler and their partner including depression, insomnia, intestinal disorders, migraines, and other stress-related disorders. In the UK, preliminary analysis of the calls to the national gambling helpline also indicated that a significant minority of the callers reported health-related consequences as a result of their problem gambling. These include depression, anxiety, stomach problems, other stress-related disorders and suicidal ideation.
There are also other issues relating to problem gambling that may have medical consequences. One US study published in the Journal of Emergency Medicine by Dr. Robert Muellman and his colleagues found that intimate partner violence (IPV) was predicted by pathological gambling in the perpetrator. In a sample of 286 women admitted to the emergency department at a University Hospital in Nebraska, findings revealed that a woman whose partner was a problem gambler was 10.5 times more likely to be a victim of IPV than partners of a non-problem gambler.
Health-related problems due to problem gambling can also result from withdrawal effects. In a study published in the American Journal of the Addictions, Dr. Richard Rosenthal and Dr. Henry Lesieur found that at least 65% of pathological gamblers reported at least one physical side-effect during withdrawal including insomnia, headaches, upset stomach, loss of appetite, physical weakness, heart racing, muscle aches, breathing difficulty and/or chills. Their results were also compared to the withdrawal effects from a substance-dependent control group. They concluded that pathological gamblers experienced more physical withdrawal effects when attempting to stop than the substance-dependent group. I also found similar things in a small study that I published in the Social Psychological Review (with Michael Smeaton).
Pathological gambling is very much the ‘hidden’ addiction. Unlike (say) alcoholism, there is no slurred speech and no stumbling into work. Furthermore, overt signs of problems often don’t occur until late in the pathological gambler’s career. If problem gambling is an addiction that can destroy families and have medical consequences, it becomes clear that medical professionals should be aware of the effects of gambling in just the same way that they are with other potentially addictive activities like drinking (alcohol) and smoking (nicotine).
However, gambling addiction is an activity that is not (at present) being treated via the British National Health Service (NHS). This was shown in a paper that I published with Dr. Jane Rigbye in a paper we published in a 2011 issue of the International Journal of Mental Health and Addiction. We sent a total of 327 letters were sent to all Primary Care Trusts, Foundation Trusts and Mental Health Trusts in the UK requesting information about problem gambling service provision and past year treatment of gambling problems within their Trust under the Freedom of Information Act. Our findings showed that 97% of the NHS Trusts did not provide any service (specialist or otherwise) for treating those with gambling problems (i.e., only nine Trusts provided evidence of how they deal with problem gambling). Only one Trust offered dedicated specialist help for problem gambling. Our study showed there was some evidence that problem gamblers may get treatment via the NHS if that person has other co-morbid disorders as the primary referral problem.
Problem gambling is very much a health issue that needs to be taken seriously by all within the health and medical professions. General practitioners routinely ask patients about smoking and drinking but gambling is something that is not generally discussed. Problem gambling may be perceived as a somewhat ‘grey area’ in the field of health and it is therefore very easy to deny that those in the medical profession should be playing a role. If the main aim of practitioners is to ensure the health of their patients, then it is quite clear that an awareness of gambling and the issues surrounding it should be an important part of basic knowledge.
As briefly outlined above, opportunities to gamble and access to gambling have increased because of deregulation and technology. What has been demonstrated from research evidence in other countries is that – in general – where accessibility of gambling is increased there is an increase not only in the number of regular gamblers but also an increase in the number of problem gamblers – although this may not be proportional. This obviously means that not everyone is susceptible to developing gambling addictions but it does mean that at a societal (rather than individual) level, in general, the more gambling opportunities, the more problems. Other countries such as Australia, Canada and New Zealand have seen increases in problem gambling as a result of gambling liberalization. In the UK, the last BGPS showed that problem gambling in Great Britain had increased by 50% compared to the previous BGPS published in 2007. (However, the latest data from the combined Health Survey for England and the Scottish Health Survey in 2014 reported that problem gambling had fallen to about 0.5%).
Gambling is without doubt a health and issue and there is an urgent need to enhance awareness within the medical and health professions about gambling-related problems and to develop effective strategies to prevent and treat problem gambling. The rapid expansion of gambling represents a significant public health concern and health/medical practitioners also need to research into the impact of gambling on vulnerable, at-risk, and special populations. It is inevitable that a small minority of people will become casualties of gambling in the UK, and therefore help should be provided for the problem gamblers. Since gambling is here to stay and is effectively state-sponsored, the Government should consider giving priority funding (out of taxes raised from gambling revenue) to organizations and practitioners who provide advice, counselling and treatment for people with severe gambling problems.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
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Griffiths, M.D. (2007). Gambling Addiction and its Treatment Within the NHS. London: British Medical Association.
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Griffiths, M.D., Scarfe, A. & Bellringer, P. (1999). The UK National telephone Helpline – Results on the first year of operation. Journal of Gambling Studies, 15, 83-90.
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Muelleman, R. L., DenOtter, T., Wadman, M. C., Tran, T. P., & Anderson, J. (2002). Problem gambling in the partner of the emergency department patient as a risk factor for intimate partner violence. Journal of Emergency Medicine, 23, 307-312.
Rigbye, J. & Griffiths, M.D. (2011). Problem gambling treatment within the British National Health Service. International Journal of Mental Health and Addiction, 9, 276-281.
Rosenthal, R. & Lesieur, H (1992). Self-reported withdrawal symptoms and pathological gambling. American Journal of the Addictions, 1, 150-154.
Setness, P.A. (1997). Pathological gambling: When do social issues become medical issues? Postgraduate Medicine, 102, 13-18.
Wardle, H., Moody. A., Spence, S., Orford, J., Volberg, R., Jotangia, D., Griffiths, M.D., Hussey, D. & Dobbie, F. (2011). British Gambling Prevalence Survey 2010. London: The Stationery Office.
Wardle, H., Seabury, C., Ahmed, H., Payne, C., Byron, C., Corbett, J. & Sutton, R. (2014). Gambling behaviour in England and Scotland: Findings from the Health Survey for England 2012 and Scottish Health Survey 2012. London: NatCen.
Posted in Addiction, Adolescence, Gambling, Gambling addiction, Internet gambling, Lottery, Obsession, Online gambling, Problem gamblng, Psychiatry, Psychological disorders, Psychology, Social responsibility
Tags: Gambling, Gambling addiction, Gambling education, Gambling health, Gambling prevention, Gambling treatment, Internet gambling, National Health Service, Online gambling, Problem gambling, Public health
The Campaign for Fairer Gambling (CFFG) yesterday responded to my article in which I outlined the potentially libellous comments made by CFFG spokesperson Adrian Parkinson. Here’s my brief response to what was said and alleged in yesterday’s CFFG’s article.
“Supposed academic”: In my previous blog I noted that Parkinson had claimed that I was only a “supposed academic” and that I believed this to be false and deliberately malicious. The CFFG now concedes in their article that I am not only an academic but a “decorated” one. However, no apology was given. They then go onto claim:
“Using the term ‘supposed’ does not impact that general point. However, when conducting certain industry funded projects, it is right to question whether these are being conducted on an academic, commercial or egotistical basis. It is supposed that they are conducted on an academic basis”
Firstly, Parkinson clearly used the word “supposed” in an attempt to slur and denigrate my research and reputation. Parkinson could have written the same tweet without the word “supposed” and the meaning and emphasis of what he said would have been different. I found Parkinson’s use of the word both offensive and demeaning. If someone claimed in an article that Parkinson was a “supposed campaign consultant”, anyone reading that would probably assume that the person writing it was trying to make a point that he is not worthy of being a campaign consultant. (For the record, I am well aware that Parkinson is the CFFG’s campaign consultant and would not sink to the level of calling him a “supposed campaign consultant”). The CFFG says the use of the word “supposed” does not impact on their general points made about me. That is irrelevant. The word “supposed” in and of itself was used in a potentially libellous way. It doesn’t take away from my point that the use of the word “supposed” in this context was hurtful, malicious, and without foundation. Secondly – and for the record – all of my work is conducted for academic reasons. Any insinuation otherwise is again untrue and potentially libellous.
“Defender of FOBTs”: In my response to Parkinson’s claim that I am “industry funded defender of FOBTs” I pointed out in my previous article that I’ve only ever written one public article on the topic (a blog I wrote in 2013). The CFFG response to this was to separate out the “funded” and the “defender of FOBTs” in an attempt to justify the claims made. If not being anti-FOBTs in my one blog on this issue counts as being a defender of FOBTs, then so be it. However, my objection was the use of the combined term “industry funded defender of FOBTs” because I am not. There is a world of difference between an academic having independently carried out a few consultancy projects for the gaming industry and being industry funded. Using the CFFG’s criterion why haven’t they called me Gambling Commission-funded or British Academy-funded or ESRC-funded? The reason is that it doesn’t suit the picture they are trying to paint.
My personal views are not (and never have been) funded by anyone. In my previous article I provided a detailed account showing that my research is not industry-funded and that out of the 1500+ articles and papers I have published not a single one of those had been about FOBTs. I have now published over 500 blogs in addition to those 1500+ other articles and only one of these is on the topic of FOBTs. Not a single one these articles has been funded by the industry. One of the reasons I am not anti-FOBTs is because we now live in a society that anyone with internet access via computer, laptop, tablet or mobile phone has access to FOBT-type games at their fingertips. Basically, if you own a smart phone, you are walking around with a potential bookmaker in your pocket. On this basis, singling out FOBTs in licenced bookmakers to be banned has no equity at all.
“Industry funded”: Again, I will make the point that having ever received money from the gaming industry for independent consutancy and being “industry-funded” are two very different things. Being ‘industry funded’ suggests everything someone does is paid for by the industry. Based on the article published yesterday, one of the CFFG’s main concerns about my academic activity appears to be that one of my consultancies was a social responsibility assessment for Paddy Power. As I mentioned in my article about Parkinson’s potentially libellous tweets, I’ve written around 150 consultancy reports on social responsibility and responsible gambling and I can indeed confirm that one of my consultancy clients has been Paddy Power. The report I wrote for them covered a number of areas (most notably, crime and gambling, social responsibility in gambling, and underage gambling). Paddy Power paid my university for my time spent writing this independent report (as all monies are paid to them and not me personally) and for my appearance as an expert witness. As an independent expert witness, I have to follow all judicial protocol. In all expert witness work I follow the protocol outlined by the Civil Justice Council. The most relevant extracts are in Sections 4.1 and 4.3:
“Experts always owe a duty to exercise reasonable skill and care to those instructing them, and to comply with any relevant professional code of ethics. However when they are instructed to give or prepare evidence for the purpose of civil proceedings in England and Wales they have an overriding duty to help the court on matters within their expertise…This duty overrides any obligation to the person instructing or paying them. Experts must not serve the exclusive interest of those who retain them…Experts should provide opinions which are independent, regardless of the pressures of litigation. In this context, a useful test of ‘independence’ is that the expert would express the same opinion if given the same instructions by an opposing party. Experts should not take it upon themselves to promote the point of view of the party instructing them or engage in the role of advocates”.
Again, there is nothing in the independent report I wrote for Paddy Power that I am an “industry funded defender of FOBTs” (as there was little in my report on FOBTs). In the article published yesterday, the CFFG also claimed
“Griffiths produced a flawed critique of a paper by Steve Sharman on the strong link between problem gamblers and the homeless. Westminster Council used the Sharman paper to support the refusal of a Paddy Power license. Griffiths did not contact Sharman prior to publishing his criticism, which is against academic etiquette. He also did not identify that he has a commercial relationship with Paddy Power in his attack on Sharman”.
I’m not sure in what way the CFFG thinks my critique of the study carried out by Sharman and his colleagues was “flawed” (they didn’t say) but for the record (i) the critique I wrote has been published in the Journal of Gambling Studies (JGS), (ii) I did email Sharman (and his colleagues) about my critique, and (iii) I sent Sharman and his colleagues a copy of my published critique (so that they could pen a response to the JGS if they so wished). I am not sure what the CFFG mean when they say I have a “commercial relationship with Paddy Power”. If they mean that Paddy Power paid my university for my time spent writing my independent consultancy report, then that is true. If they mean that Paddy Power (and any of my clients) are paying me personally then that is false (as all consultancy money is paid to my employer – Nottingham Trent University – and not me personally).
“Dirty work for the ABB”: In Parkinson’s original tweets he said I was carrying out “dirty work” for the Association of British Bookmakers. Nothing in the response article by the CFFG actually defended their use of the term “dirty”. The CFFG may have the view that is morally wrong for someone like myself to do consultancy on social responsibility and responsible gambling with any organization connected with the gaming industry. They may simply not like the fact that a “decorated academic” like myself should have any working association with the gaming industry at all. But none of this is “dirty” or “dirty work”. The work I do is legitimate, legal, independent, and in accordance with all consultancy protocols. The assertion that the work I do is “dirty” is simply a slur on my reputation and was used in a context to again demean the work that I do. Again, taking the word “dirty” out of the tweet would have entirely changed the meaning. The CFFG then go on to assert:
“Griffiths is evaluating a code of conduct which he has helped author in conjunction with the ABB – so he is evaluating his own work, which is again, against academic etiquette. A formal evaluation of the code of conduct is being conducted by Nat Cen. The Campaign for Fairer Gambling anticipate that this evaluation will be more critical of the – code of conduct than the Griffiths ‘self”-evaluation’.”
There are a number of issues here that are simply wrong. While I did input into the ABB code (and was proud to do so), it is in no way ‘my’ code or my “own work”. The ABB introduced some of the things into the new code that I wanted to see in it (most notably time and money setting tools, pop-up reminders, and mandatory breaks – based on our empirical research published in the Journal of Gambling Studies and the Journal of Gambling Issue – see ‘Further Reading below). My consultancy report on the how the new social responsibility tools were used by FOBT players in the first 15 weeks of operation is a commentary on the data and an evaluation in the loosest sense (i.e., the dictionary definition of “the making of a judgement about the amount, number, or value of something”). The CFFG also state that “self-evaluation” is “against academic etiquette”. This is simply not true. Many (if not most) evaluations of anything published in the academic literature are self-evaluations of one description or another. For instance, gambling treatment interventions, gambling education programs, and gambling prevention programs are typically evaluated by the researcher or the research team that designed them.
“Doing what the industry tells me to do”: In Parkinson’s tweets, he claimed I simply do what the industry tells me to do. I said this was a ludicrous claim and the CFFG’s ‘evidence’ that I do has absolutely no foundation whatsoever. They say:
“In respect of FOBTs: through the misleading FOBT blog, the code of conduct, his appearance at court with Paddy Power, a willingness to attack an academic paper used by a council to act against Paddy Power, the Campaign Killer blog, and his willingness to attend an invitation only ABB event to promote the code of conduct, Griffiths is supporting the commercial interests of bookmakers. It is understandable that others believe he is sympathetic to the position of the bookmakers on FOBTs. After all, Griffiths knows all about the importance to his career of being able to attract funded research as he acknowledges in his ‘Campaign Killer’ blog”.
Absolutely nothing mentioned in the above paragraph provides any evidence that I “do what the industry tells me to do”. The writing of independent consultancy reports is not doing what the gaming industry tells me to do. My FOBT blog is not misleading. My critique of the gambling homelessness study is in the public domain and published in the world’s leading academic gambling journal (Journal of Gambling Studies). All the above paragraph demonstrates is that of the thousands of projects and activities that I have done in my career, a small minority have involved independent consultancy for a gaming company.
Further points: The CFFG article also makes some further points that I am happy to respond to. They claim that:
“In the last paragraph of his ‘Campaign Killer’ blog, Griffiths contradicts his previous FOBT blog in which he stated that banning FOBTs would result in an increase in remote gambling. He now states it would drive problem gambling underground. This change of FOBT defence is exactly the same change of FOBT defence used by the bookmakers. But there is no evidence to support either a switch to remote gambling or underground gambling through banning FOBTs or merely a FOBT stake reduction”
I haven’t changed or switched defence as the things I highlighted are not mutually exclusive. All I have dne is speculate that if gamblers cannot gamble on FOBTs because of a ban they would probably gamble elsewhere (e.g., illegal underground FOBT gambling, remote gambling, etc.). The CFFG then goes onto say:
“Most amazingly, Griffiths also claims that the principle of social responsibility includes “maximising fun for those who enjoy gambling”. This alleged component is not referred to in the 2005 Gambling Act and does not form part of the official remit of any of the relevant bodies – Department of Culture Media and Sport, the Gambling Commission, the Responsible Gambling Trust nor the Responsible Gambling Strategy Board. It is truly remarkable that Griffiths thinks he has the authority to advocate this definition”
The CFFG appear not to have realized that I have been writing about social responsibility in gambling for many years prior to the 2005 Gaming Act and to the formation of the Gambling Commission and the Gambling Strategy Board. My claim that social responsibility is about maximizing the fun for those that enjoy gambling and minimizing harm for those that are vulnerable comes from an article on social responsibility in gambling that I wrote in 2001 (you can download a copy from here where I mention this in the second paragraph). The Gambling Commission is under no obligation to use my views of what social responsibility is about. For me, one of the most important things about social responsibility is about getting the balance right. At its simplest level, my own view (in many of my social resposibility writings since 2001) has always tried to think how the non-problem gambler would react to having a prohibitions or restrictions placed upon them in an attempt to protect the most vulnerable. Finally, the CFFG talk about libel. They assert:
“The current standard of libel law relates to ‘substantial harm’ to a reputation whereas the prior standard related to a lesser standard of ‘harm’. Griffiths refers to being ‘previously vilified and criticized by the gaming industry’. It would be interesting to learn if Griffiths threatened the gambling industry with legal action under the lesser harm standard for that vilification”
In response to this question, I have only ever had to threaten legal action once as the majority of criticism I have received has been said without being libellous. This does not change my view that the tweets made by Parkinson are still potentially libellous.
I realize that the CFFG are likely to come back with yet another point-by-point retaliation but I am probably going to stop responding. I have done nothing wrong and I will simply have to accept that the CFFG will continue to smear my work. I have avoided the temptation of attacking their campaign philosophy and where they get their funding from as this has been written up by others. (If you are really interested in who funds the CFFG and why they do what they do, I suggest you check out this article by Mark Davies and the legal threats he then received – and this other article).
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Auer, M. & Griffiths, M.D. (2013). Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour. Journal of Gambling Studies, 29, 647-660.
Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.
Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.
Auer, M., Malischnig, D. & Griffiths, M.D. (2014). Is ‘pop-up’ messaging in online slot machine gambling effective? An empirical research note. Journal of Gambling Issues, 29, 1-10.
Griffiths, M.D. (2001). Good practice in the gaming industry: Some thoughts and recommendations. Panorama (European State Lotteries and Toto Association), 7, 10-11.
Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.
Griffiths, M.D. (2014). The relationship between gambling and homelessness: A commentary on Sharman et al (2014). Journal of Gambling Studies, DOI 10.1007/s10899-014-9491-0
Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.
Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.
Sharman, S., Dreyer, J., Aitken, M., Clark, L., & Bowden-Jones, H. (2014). Rates of problematic gambling in a British homeless sample: A preliminary study. Journal of Gambling Studies, DOI 10.1007/s10899-014-9444-7.
Tags: Association of British Bookmakers, Fixed odds betting terminals, FOBTs, Gambling consultancy, Gambling funding, Gambling industry, Gambling research funding, Gaming industry, Paddy Power, Problem gambling, Reputation management, Stop the FOBTs, Stop the FOBTs Campaign
Until the early 2000s, there appeared to be a commonly held perception that consumers viewed the Internet as an information gathering tool rather than a place to spend money. The explosive growth in online gambling and betting shows this is no longer true. For me, one of the interesting questions is how gaming companies use the psychology of people who like to gamble on sports events to get them to access sports betting sites (especially if it is done in a socially responsible way that enhances the punter’s experience rather than exploits them).
Trust and reliability: Let’s look at sports betting from an individual level. A sports fan has logged on to the Internet and is in the process of deciding which online sports betting website to make a beeline for. What kinds of things influence their decision? A recommendation from one of their friends? Advice from a gambling portal? An advert they saw in a magazine? From a psychological perspective, research on how and why people access particular commercial websites indicates that one of the most important factors is trust. If people know and trust the name, they are more likely to use that service. Reliability is also a related key factor. Research shows that many people (including sports bettors) still have concerns about Internet security and may not be happy about putting their personal details online. But if there is a reliable offline branch nearby, it gives them an added sense of security (i.e., a psychological safety net). For some people, trust and security issues will continue to be important inhibitors of online gambling. Punters need assurance and compelling value propositions from trusted gaming operators and operators to overcome these concerns.
Personalization: One of the growth areas in e-commerce has been personalization and most online commercial organisations now have a personalization strategy as part of its business plan. However, this practice is a double-edged sword that can prove to be a large logistical problem for companies who use such a strategy. Tracking every move for marketing purposes is one thing. Using these data for personalization purposes can sometimes prove troublesome. The amount of data is potentially enormous. Producing personalized pages for everyone is also logistically difficult and may even turn potential punters away. The key is knowing what to ask the punter. Those in the gaming industry have to think intelligently and creatively about what to ask their customers in a way that the information gained can be used effectively. Attracting customers and providing recommendations relies on the those in the gaming industry putting punters first. Integration can also be a factor here. The industry has to think of creative ways to make the website experience more personal.
Imprinting: One of the most important marketing strategies that companies engage in is “imprinting” new customers. Online punters quickly adopt predictable Internet usage patterns and evidence suggests that they don’t switch online allegiances easily. Smart gaming operators will work at becoming a starting point for the novice gambler and capitalize on this opportunity for capturing player loyalty. The emerging post-teenage market is a key consideration although from a social responsibility perspective thought needs to be given so that teenagers are not exploited. There is a whole Internet generation of people coming through who have a positive outlook on online commercial activities. They may be happier to enter credit card details online and/or meet others online. This has the potential to lead to major clientele changes as the profiles of these people may be radically different from previous punters. The problem is that the young don’t tend to have much disposable income and are less likely to own credit cards. Therefore, another market segment that operators need to target to are the over-50s who are starting to use the Internet for shopping and entertainment use. Early retirees have both time and money. This is why gaming operators need to strategically target the ‘grey pound.’
Contextual commerce: So what can operators do next? Contextual commerce may be one avenue that gaming operators will need to go down. In most retail outlets, shoppers notice what other people are buying and this may influence the purchaser’s choice. Companies are now using software that allows customers to do this online including interacting with other like-minded people. Seeing what everyone else is betting on may influence the decision process. There is also the potential to bring in techniques used on home television shopping channels. Presenters tell viewers how much of a product has been sold with viewers to instil a sense of urgency into the buying process, along with an element of peer review. This could be applied by gaming operators if people are gambling as part of a sports betting community.
Getting the balance right on the chance-skill dimension: All forms of gambling lie on a chance-skill dimension. Neither games of pure skill nor games of pure chance are particularly attractive to sports gamblers. Games of chance (like lotteries) offer no significant edge to sports gamblers and are unlikely to be gambled upon. While games of skill provide a significant edge for the gambler, serious gamblers need more than an edge – they often need an opponent who can be exploited (which helps explain the popularity of online poker). Serious gamblers gravitate towards types of gambling that provide an appropriate mix of chance and skill. This is one of the reasons why sports betting – and in particular activities like horse race betting – is so popular for gamblers. The edge available in horse race gambling can be sufficient to fully support professional gamblers as they bring their wide range of knowledge to the activity. There is the complex interplay of factors that contributes to the final outcome of the race.
Inter-gambler competition and the exercise of skill: Over the last few years I have often been asked by the media about the increasing popularity of online sports betting, particularly in relation to betting exchanges. Psychologists claim that male gamblers are attracted to sports betting because they love competitiveness. Sports bettors clearly feel that gambling via betting exchanges provides value for money and an opportunity to exercise their skill. Another important factor that I feel is really important in the rise of sports betting is not just the inherent competiveness but also the inter-gambler competition. Obviously there is an overlap between competitiveness and skill but they are certainly not the same and operators need to show how the sites they recommend feed into the psychological needs and desires of the sports bettor.
I’m sure many people’s view of psychology is that it is little more than common sense (and to be honest, some of it is). However, I hope that some of what I had to offer in the rest of this blog was more than just common sense.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.
Griffiths, M.D. (2005). Online betting exchanges: A brief overview. Youth Gambling International, 5(2), 1-2.
Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.
Griffiths, M.D. (2009). Social responsibility in gambling: The implications of real-time behavioural tracking. Casino and Gaming International, 5(3), 99-104.
Griffiths, M.D. & Whitty, M.W. (2010). Online behavioural tracking in Internet gambling research: Ethical and methodological issues. International Journal of Internet Research Ethics, 3, 104-117.
McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, 10, 243-257.
Parke, A., Griffiths, M.D. & Irwing, P. (2004). Personality traits in pathological gambling: Sensation seeking, deferment of gratification and competitiveness as risk factors, Addiction Research and Theory, 12, 201-212.
Recher, J. & Griffiths, M.D. (2012). An exploratory qualitative study of online poker professional players. Social Psychological Review, 14(2), 13-25.
Wood, R.T.A. & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.
Posted in Addiction, Advertising, Case Studies, Cyberpsychology, Gambling, Gambling addiction, Games, Internet gambling, Online addictions, Online gambling, Problem gamblng, Psychology, Social responsibility, Technological addiction
Tags: Behavioural tracking, Competitiveness, Contextual commerce, Gambling competition, Gambling involvement, Gambling personalization, Gambling psychology, Gambling trust, Imprinting customers, Online gambling, Online sports betting, Responsible gambling, Sports betting
When we are looking for factors that change behaviour we can look inside the individual for personal characteristics that make people vulnerable to addiction and we can look outside the individual for features of the environment that encourage addictive behaviours. Addiction is a multi-faceted behaviour that is strongly influenced by contextual factors that cannot be encompassed by any single theoretical perspective.
The media (television, radio, newspapers, etc.) are an important channel for portraying information and channelling communication. Knowledge about how the mass media work may influence both the promotion of potentially addictive behaviour (as in advertising), and for the promotion of health education (such as promoting abstinence or moderation). Much of the research done on advertising is done by the companies themselves and thus remains confidential. The media, especially television and film, often portray addictions (e.g., heroin addiction in the film Trainspotting, marijuana use in the TV show Weeds, gambling addiction in the TV show Sunshine, etc.). Because of this constant portrayal of various addictions, television and film dramas often create controversy because of claims that they glorify addictive behaviour. The popularity of media drama depicting various addictions requires an examination of their themes and the potential impact on the public.
A 2005 study in the Journal of the Royal Society of Medicine by Dr. H. Gunasekera and colleagues analysed the portrayal of sex and drug use in the most popular movies of the last 20 years using the Internet Movie Database list of the top 200 movies of all time. The researchers excluded a number of films including those released or set prior to the HIV era (pre-1983), animated films, films not about humans, and family films aimed at children. The top 200 films following the exclusions were reviewed by one of two teams of two observers using a data extraction sheet tested for inter-rater reliability. Sexual activity, sexually transmitted disease (STD) prevention, birth control measures, drug use and any consequences discussed or depicted were recorded.
The study reported that there were 53 sex episodes in 28 (32%) of the 87 movies reviewed. There was only one suggestion of condom use, which was the only reference to any form of birth control. There were no depictions of important consequences of unprotected sex such as unwanted pregnancies, HIV or other STDs. Movies with cannabis (8%) and other non-injected illicit drugs (7%) were less common than those with alcohol intoxication (32%) and tobacco use (68%) but tended to portray their use positively and without negative consequences. There were no episodes of injected drug use. The researchers concluded that sex depictions in popular movies of the last two decades lacked safe sex messages. Drug use, though infrequent, tended to be depicted positively. They also concluded that the social norm being presented in films was of great concern given the HIV and illicit drug pandemics.
Drug use in this context could be argued to illustrate a form of observational learning akin to advertisement through product placement. A similar 2002 study by Dr. D. Roberts and colleagues examined drug use within popular music videos. Whilst depictions of illicit drugs or drug use were relatively rare in pop videos, when they did appear they were depicted on a purely neutral level, as common elements of everyday activity.
The makers of such drama argue that presenting such material reflects the fact that addictions are everywhere and cut across political, ethnic, and religious lines. Addiction is certainly an issue that impacts all communities. However, it is important to consider possible impacts that it might have on society. Empirical research suggests that the mass media can potentially influence behaviours. For example, research indicates that the more adolescents are exposed to movies with smoking the more likely they are to start smoking. Furthermore, research has shown that the likeability of film actors and actresses who smoke (both on-screen and off-screen) relates to their adolescent fans’ decisions to smoke. Perhaps unsurprisingly, films tend to stigmatise drinking and smoking less than other forms of drug taking. However, the media transmit numerous positive messages about drug use and other potential addictions, and it is plausible that such favourable portrayals lead to more use by those that watch them. Anecdotally, some things may be changing. For instance, there appears to be more emphasis on the media’s portrayal of alcohol as socially desirable and positive as opposed to smoking that is increasingly being regarded as anti-social and dangerous.
Back in 1993, the British Psychological Society (1993) called for a ban on the advertising of all tobacco products. This call was backed up by the UK government’s own research which suggested a relationship between advertising and sales. Also, in four countries that had banned advertising (New Zealand, Canada, Finland and Norway) there was been a significant drop in tobacco consumption.
However, public policy is not always driven by research findings, and the powerful commercial lobby for tobacco has considerable influence. In her reply to the British Psychological Society, the Secretary of State for Health (at the time) rejected a ban saying that the evidence was unclear on this issue and efforts should be concentrated elsewhere. This debate highlights how issues of addictive behaviours cannot be discussed just within the context of health. There are also political, economic, social and moral contexts to consider as well. The British government and European Community made commitments to ban tobacco advertising though they found it difficult to bring it in as quickly as they hoped. It is now rare to see smoking advertised anywhere in the UK but there is a new trend in television drama and films to set the action in a time or location where smoking is part of the way of life (for example the US television programme Mad Men).
Just as the British Government have banned cigarette advertising and banned smoking in public places, they have also deregulated gambling through the introduction of the 2005 Gambling Act. This Act came into effect on September 1st 2007 and allowed all forms of gambling to be advertised in the mass media for the first time. This has led to a large number of nightly television adverts for betting shops, online poker, and online bingo. Whether this large increase in gambling advertising will impact on gambling participation and gambling addiction remains to be seen. There have been very few studies that have examined gambling advertising and those that have been done are usually small scale and lack representativeness.
In an article I wrote in 2010 looking at these issues, I reached a number of conclusions that I don’t think have changed in the past few years since I wrote that article. My conclusions were:
- Glamorisation versus reality is complicated: The issue of glamorisation versus reality is of course complicated. Although the drama producers hope to accurately depict various addictions, they still need to keep ratings up. Clearly, positive portrayals are more likely to increase ratings and programmes might favour acceptance of drug use over depictions of potential harms.
- Research on the role of media effects is inconclusive: More research on how the media influence drug use is needed in order to evaluate the impact of such drama. With media and addiction, it is important to walk with caution, as the line between reality and glamorisation is easy to cross. More research is needed that investigates direct, indirect, and interactive effects of media portrayals on addictive behaviour.
- Relationship between advertising and addictive behaviour is mostly correlational: The literature examining the relationship between advertising on the uptake of addictive behaviour is not clear cut and mostly correlational in nature hence it is not possible to make causal connections.
- There could be different media effects for different addictions: Although there appears to be some relationship between tobacco advertising and tobacco uptake, this does not necessarily hold for all addictive behaviours. For instance, some academics claim that econometric studies of alcohol advertising expenditures come to the conclusion that advertising has little or no effect on market wide alcohol demand.
- Research done to date may not be suitable: Survey research studies have failed to measure the magnitude of the effect of advertising on youth intentions or behaviour in a manner that is suitable for policy analysis. As a consequence, policy makers may introduce and/or change policy that is ineffective or not needed on the basis of research that was unsuitable in answering a particular question.
Cape, G. S. (2003). Addiction, stigma, and movies. Acta Psychiatrica Scandinavica, 107, 163-169.
Dalton, M.A., Sargent, J.D., Beach, M.L., Titus-Ernstoff, L., Gibson, J.J., Aherns, M.B., & Heatherton, T.F. (2003). Effect of viewing smoking in movies on adolescent smoking initiation: A cohort study. Lancet, 362, 281-285.
Distefan, J. M., E. A. Gilpin, et al. (1999). Do movie stars encourage adolescents to start smoking? Evidence from California. Preventive Medicine, 28, 1-11.
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Posted in Addiction, Adolescence, Advertising, Alcohol, Cigarette smoking, Compulsion, Drug use, Fame, Gambling, Gambling addiction, Gender differences, Marketing, Obsession, Popular Culture, Problem gamblng, Psychology, Sex, Social responsibility, Technology
Tags: Addiction influences, Adolescent addiction, Adolescent drug taking, Adolescent gambling, Adolescent media consumption, Adolescent smoking, Advertising influences, Drug use in films, Film portayal addiction, Gambling in films, Media influences, Media role models, Smoking in films