Category Archives: Technology

Kindred spirits: A brief look at responsible gambling

Anyone that has read my research on gambling will know that I am committed to player protection, harm-minimization, social responsibility, and responsible gambling. I was recently interviewed by Kindred Gaming for an article on their website. This blog contains the full unedited transcript of that interview.

Kindred: You have worked in the field for several years now, what are the biggest changes you have seen to the industry when it comes to responsible gambling and player protection?

MG: I’ve been working in the gambling studies field for 33 years and it was around 1996 that I first began to think about my research in terms of social responsibility issues. It was in the early 2000s that some of the more forward thinking gaming operators started to bring in socially responsible gambling features (particularly in countries such as Sweden, Norway, Canada and Australia although that might be more reflective of the clients who I had consultancy with at the time). It is over the past decade that responsible gambling has really come to the fore, and many gambling regulators around the world will not grant operating licences unless the gaming operators can demonstrate what they are doing in terms of player protection and harm-minimization. The biggest changes are arguably in the online medium because there are so many protective measures that can be initiated online such as various limit-setting features, temporary self-exclusions and cool-off periods, pop-up messaging, bespoke personalized feedback, mandatory play breaks, and the use of behavioural tracking tools.

Kindred: Focusing on your study “An Empirical Study of the Effect of Voluntary Limit-Setting on Gamblers’ Loyalty Using Behavioural Tracking Data” can you tell us a bit about the key findings, and how you view voluntary vs mandatory limits and other control tools?

MG: Kindred kindly gave us access to a dataset of 175,818 players who had placed at least one bet or gambled at least once during January 2016 to May 2017. In a nutshell we looked at active players over a one-year period and found that the percentage of active players in the first quarter of 2017 was significantly higher in the group of players who had set voluntary money limits in the first quarter of 2016 compared to players that did not. This suggests that players who set voluntary spending limits were more loyal to Kindred compared to those who do not. On the assumption that voluntary limit-setting should be part of a gaming operator’s corporate social responsibility strategy, our findings appear to underline the fact that CSR has a positive effect on business outcomes. With regards to the issue of voluntary vs. mandatory limit-setting, I’m personally in favour of it being mandatory for players to set their own time and money limits if they want to gamble. Many players don’t set their own limits but I think making it mandatory would help players in terms of managing their budgets. Some companies have default global monthly limits on how much money players can lose but that can become restrictive for those who can afford to gamble with larger amounts of money and can also be restrictive for some kinds of gambling (sports betting being the type of gambling most affected).

Kindred: How do you think operators and the academic world can work together for a safer and more sustainable gambling industry in the coming years?

MG: If both academics and the gambling industry have a shared goal of preventing and reducing problem gambling, I think there are good pragmatic reasons to work collaboratively. Personally, I think some of the best gambling research that I have done is working with gambling companies (and I would stress that I am working with gambling companies and not for them) simply because of the high quality data that gambling operators have. Obviously there are many academics who have criticized myself (and my colleagues) for such collaborations but I think the positives of working together outweighs the negatives. As long as we have complete independence to publish the results of what we find without interference from the operators, I do not have a problem in working together. My main area in this field is the evaluation of responsible gambling tools and whether the measures introduced by operators to help their players gamble more responsibly and/or can help prevent/reduce problem gambling. Over the past eight years, Dr. Michael Auer and myself have evaluated the efficacy of limit-setting, mandatory play breaks, pop-up messaging, personalized feedback, loss-limit reminders, and other gambling operator initiatives. Some of these appear to work and others less so. To move the field forward and to help maintain safe and sustainable gambling, collaborative research needs to continue. I have worked with and carried out consultancy with over 30 gambling companies around the world and am very proud of companies changing their practices and policies in relation to the findings of our research. If research findings cannot be applied to help the greater good, then what is the point of doing research if it has little practical benefit? For me, it’s a ‘win-win’ situation.

Kindred: Kindred has set an ambition to reach zero percent revenue from harmful gambling, what do you see as the key steps towards 100% enjoyable gambling?

MG: The aim is laudable but going to be difficult to achieve because harmful gambling (including problem gambling) can never be totally eliminated – although I do believe it can be kept to a minimum. I’ve always argued that problem gamblers have a relatively short customer life for gambling companies and that what sustainable companies need is long-term customer retention. Problem gamblers cannot give companies that and gambling operators need to think about lifetime customer value with decades of repeat business from those who gamble within their limits over a long period of time rather than relatively high spending from a minority of customers who may only gamble with the company for a few years. Customers will keep coming back to gambling operators if they have a product or products that customers feel is value for money and provides enjoyment – even if they lose money. There are a number of key steps that all gambling companies should take if they want sustainable and safe gambling including informed choice. These include (but are not limited to) (i) providing customers with all the information they need so that they can make an informed choice about whether they want to gamble, (ii) responsible marketing and advertising, (iii) robust age verification checks of customers, (iv) robust financial checks of customers, (v) mandatory limit-setting for customers, (v) using customer data to intervene and help high-risk gamblers via bespoke pop-up messaging and personalized messaging, (vi) partnering with gambling prevention and treatment agencies, and (vii) robust voluntary self-exclusion schemes.

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

Further reading

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). An empirical investigation of theoretical loss and gambling intensity. Journal of Gambling Studies, 30, 879-887.

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.

Auer, M. & Griffiths, M.D. (2015). The use of personalized behavioral feedback for problematic online gamblers: An empirical study. Frontiers in Psychology, 6, 1406.

Auer, M. & Griffiths, M.D. (2016). Personalized behavioral feedback for online gamblers: A real world empirical study. Frontiers in Psychology, 7, 1875.

Auer, M. & Griffiths, M.D. (2020). The use of personalized messages on wagering behavior of Swedish online gamblers: An empirical study. Computers in Human Behavior, 110, 106402.

Auer, M. & Griffiths, M.D. (2020). Predicting limit-setting behavior of gamblers using machine learning algorithms: A real world study of Norwegian gamblers using account data. International Journal of Mental Health and Addictions. Advance online publication. https://doi.org/10.1007/s11469-019-00166-2

Auer, M., Hopfgartner, N. & Griffiths, M.D. (2018). The effect of loss-limit reminders on gambling behavior: A real world study of Norwegian gamblers. Journal of Behavioral Addictions,7(4), 1056-1067.

Auer, M., Hopfgartner, N. & Griffiths, M.D. (2018). The effect of loss-limit reminders on gambling behavior: A real world study of Norwegian gamblers. Journal of Behavioral Addictions,7(4), 1056-1067.

Auer, M., Hopfgartner, N. & Griffiths, M.D. (2020). The effects of voluntary deposit limit-setting on long-term online gambling behavior. Cyberpsychology, Behavior and Social Networking, 23, 113-118.

Auer, M., Hopfgartner, N. & Griffiths, M.D. (2020).  An empirical study of the effect of voluntary limit setting on gamblers’ loyalty using behavioral tracking data. International Journal of Mental Health and Addiction. Advance online publication. https://doi.org/10.1007/s11469-019-00084-3.

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.

Ukhov, I., Bjurgert, J., Auer, M. & Griffiths, M.D. (2020). Online problem gambling: A comparison of casino players and sports bettors via predictive modeling using behavioral tracking data. Journal of Gambling Studies. Advance online publication. https://doi.org/10.1007/s10899-020-09964-z

Making play while the sun shines: Online games can be a great environment for friendship and social support

A couple of weeks ago, I was commissioned by The Conversation to write an article on the social benefits of online gaming in times of lockdown due to coronavirus-19 (COVID-19). Today’s blog features the original article I write rather than the version that was eventually published. The published article can be read here).

As people all around the world begin to self-isolate and increasingly live life indoors as the spread of COVID-19 widens, there has been much discussion in the mass media about how individuals must use modern technologies to socialize and keep in touch with each other. While much of the conversation appears to focus on social media, Skype, and FaceTime, another popular way in which individuals can do this is through online gaming. Here, gamers can socialize with others online and create a sense of community and wellbeing. Most gamers value the socialization aspects very highly and are among the main motivations for playing, particularly when it comes to engaging in ‘massively multiplayer online games’.

I first became interested in the psychology of videogames while I was doing a PhD on slot machine addiction back in the late 1980s. I used to spend a lot of time doing observational research in amusement arcades up and down the country and I soon realized there was a lot of psychological, social, and behavioural overlap between arcade slot machine players and arcade videogame players and developed player typologies based on playing behaviour and socialization characteristics. I never could have imagined back when I started my gaming research over 30 years ago that gaming would evolve into what it has become today. Over the past three decades, gaming has become more and more social and many players develop good friendships with the people they meet with online.

In a previous article for The Conversation I wrote about many of the positive aspects of gaming. There is now lots of research showing the many benefits of gaming and I have written on most of these including educational benefits, therapeutic and medical benefits, cognitive benefits, and social benefits. While I have probably published more papers on gaming addiction than any other academic I am not at all anti-gaming and I have always advocated that the advantages of gaming far outweigh the disadvantages.

In 2003, I published the first empirical study concerning online gaming and debunked the stereotypical myth that online gamers were socially withdrawn teenagers. Among a sample of over 11,000 Everquest players, most were adults, and 23% said that their favourite aspect of playing the game was grouping and interacting with other people (23%), and a further 10% said it was chatting with friends and guild mates (10%). We followed up with a study a year later and found almost identical results.

In 2007, I carried out a study with Helena Cole that specifically examined social interactions in online gaming that received worldwide media attention (and has also become one of my most cited studies). We surveyed over 900 massively multiplayer online role-playing game (MMORPG) players from 45 different countries and found that MMORPGs were highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners.

Approximately three-quarters of both males and females said they had made good friends within the game (and the average number of ‘good friends’ in the game was seven). Many players went on to meet up in real life with others they had first ‘met’ in the game. One of the reasons we got so much press publicity about our study was that 10% of the participants reported having at least one romantic relationship with someone they had met in-game. We concluded that online gaming allowed players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offered a place where teamwork, encouragement, and fun could be experienced. A gamer in one of my later published case studies ended up marrying someone he met in the online game World of Warcraft.

According to the latest gaming industry statistics, 65% of adults play videogames across different types of hardware (60% on smartphones, 52% on a personal computer, and 49% on a dedicated console). What might be surprising is that among gamers, the gender split is narrowing – 46% are female (average age 34 years) and 54% are male (average age 32 years). One of the most significant findings is that 63% of gamers play with others and that many players get social support from the gaming communities that they are in. Other research has shown that there appears to be no difference in general friendships between gamers and non-gamers and that social online gaming time increases the probability of finding online friends.

Gaming often gets bad publicity because most media coverage tends to concentrate on the minority of gamers who play to such an extent that it compromises all other areas of their life (i.e., ‘gaming disorder’) but we have to remember that millions of gamers play every day and many do so for the many positives it brings. Friendship, social support, and being in a like-minded community are just some of the reasons that online gaming is going to be so popular at a time when we are being asked to stay indoors as much as possible.

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

Further reading

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

Griffiths, M.D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.

Griffiths, M.D. (2002).  The educational benefits of videogames Education and Health, 20, 47-51.

Griffiths, M.D.  (2003).  The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8, 547-554.

Griffiths, M.D. (2004). Can videogames be good for your health?  Journal of Health Psychology, 9, 339-344.

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

Griffiths, M.D.  (2005).  The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.

Griffiths, M.D. (2010). Adolescent video game playing: Issues for the classroom. Education Today: Quarterly Journal of the College of Teachers, 60(4), 31-34.

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

Griffiths, M.D. (2019). The therapeutic and health benefits of playing videogames. In: Attrill-Smith, A., Fullwood, C. Keep, M. & Kuss, D.J. (Eds.). The Oxford Handbook of Cyberpsychology. (pp. 485-505). Oxford: Oxford University Press.

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

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

Griffiths, M.D., Kuss, D.J., & Ortiz de Gortari, A. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management, 5(2), 71-96.

Griffiths, M. D., Kuss, D.J., & Ortiz de Gortari, A. (2013). Videogames as therapy: A review of the medical and psychological literature. In I. M. Miranda & M. M. Cruz-Cunha (Eds.), Handbook of research on ICTs for healthcare and social services: Developments and applications (pp.43-68). Pennsylvania: IGI Global.

Nuyens, F., Kuss, D.J., Lopez-Fernandez, O., & Griffiths, M.D. (2019). The experimental analysis of non-problematic video gaming and cognitive skills: A systematic review. International Journal of Mental Health and Addiction, 17, 389-414.

To infinity (and beyond): The benefits of endless running videogames

Last week I was contacted by a journalist at the Red Bulletin Magazine who was “looking for an expert in gaming psychology to talk to for a piece on the mental benefits of endless running games, i.e.  ‘the gameplay building strong reward learning in players’. It should be a fun and practical guide…Just let me know if you’d be interested.” I was interested. I had been teaching in the morning so I didn’t get the email until a couple of hours after it had been sent. I scribbled down a few notes, got back in touch, but by the time I did, the journalist had already interviewed someone else for the feature. Since I’d already made a few bullet points, I thought I would use them for the basis of a blog. (I really don’t like things going to waste).

Although much of my research examines problematic gaming, I am not anti-gaming (and never have been), and I have published many papers on the benefits of gaming including therapeutic benefits, educational benefits, and psychological (cognitive) benefits (see ‘Further reading’ below). Some of you reading this may not know what endless running games are, so here is the Wikipedia definition from its entry on platform games:

“‘Endless running’ or ‘infinite running’ games are platform games in which the player character is continuously moving forward through a usually procedurally generated, theoretically endless game world. Game controls are limited to making the character jump, attack, or perform special actions. The object of these games is to get as far as possible before the character dies. Endless running games have found particular success on mobile platforms. They are well-suited to the small set of controls these games require, often limited to a single screen tap for jumping. Games with similar mechanics with automatic forward movement, but where levels have been pre-designed, or procedurally generated to have a set finish line, are often called “auto-runners” to distinguish them from endless runners”.

Endless running games are incredibly popular and played by millions of individuals around the world (including myself on occasions). One of the best things about endless running games is that because they can be played on smartphones and other small hand-held devices they can be played anywhere at any time. Like any good game, the rules are easy to understand, the gameplay is deceptively simple, but in the end, it takes skill to succeed. The simplicity of endless running games is one of the key reasons for their global success in terms player numbers. For successful games, the mechanics should be challenging but not impossible. Such games can lead to what has been described as a state of ‘flow’ (coined by Mihaly Csíkszentmihályi in his seminal books Flow: The Psychology of Optimal Experience [1990] and Flow: The Psychology of Happiness [1992]).

With the flow experience, a game player derives intense enjoyment by being immersed in the gaming experience, the challenges of the game are matched by the player’s skills, and the player’s sense of time is distorted so that time passes without it being noticed. For some video game players, this may then mean repeatedly seeking out similar experiences on a regular basis to the extent that they can escape from their concerns in the ‘real world’ by being continually engrossed in a flow-inducing world. However, something like flow – viewed largely as a positive psychological phenomenon – may be less positive in the long-term for some video game players if they are craving the same kind of emotional ‘high’ that they obtained the last time that they experienced flow when playing a video game.

Flow has been proposed (by Jackson and Eklund, 2006) as comprising nine elements that include: (i) striking a balance between the challenges of an activity and one’s abilities; (ii) a merging of performance of actions with one’s self-awareness; (iii) possessing clear goals; (iv) gaining unambiguous feedback on performance; (v) having full concentration on the task in hand; (vi) experiencing a sense of being in control; (vii) losing any form of self-consciousness; (viii) having a sense of time distorted so that time seems to speed up or slow down; and (ix) the undergoing of an auto-telic experience (e.g., the goals are generated by the person and not for some anticipated future benefit). Endless running games are one of many types of videogame that can result in ‘flow’ experiences (which for the vast majority of gamers is going to result in something more positive (psychologically) than negative.

There are many studies showing that playing video games can improve reaction times and hand-eye co-ordination. For example, research has shown that spatial visualisation ability, such as mentally rotating and manipulating two- and three-dimensional objects, improves with videogame playing. Again, endless running videogames rely very heavily on hand-eye co-ordination and fast reaction to on-screen events. In this specific area, I see endless running games as having nothing but positive benefits in terms of improving hand-eye co-ordination skills, reflexes, and attention spans.

Although I’m not a neuroscientist or a neuropsychologist, I know that on a neurobiological level, when we engage in pleasurable activity, our bodies produce its own opiate-like neurochemicals in the form of endorphins and dopamine. The novelty aspects of endless running games will for many players result in the production of neurochemical pleasure which is rewarding and reinforcing for the gamer.

I also believe that endless running games have an appeal that crosses many demographic boundaries, such as age, gender, ethnicity, or educational attainment. They can be used to help set goals and rehearse working towards them, provide feedback, reinforcement, self-esteem, and maintain a record of behavioural change in the form of personal scores. Beating one’s own personal high scores or having higher scores than our friends and fellow gamers can also be psychologically rewarding.

Because video games can be so engaging, they can also be used therapeutically. For instance, research has consistently shown that videogames are excellent cognitive distractors and can help reduce pain. Because I have a number of chronic and degenerative health conditions, I play a number of cognitively-engrossing casual games because when my mind is 100% engaged in an activity I don’t feel any pain whatsoever. Again, endless running games tick this particular box for me (and others). Also, on a personal level, I am time-poor because I work so hard in my job. Endless running games are ideal for individuals like myself who simply don’t have the time to engage in playing massively multiplayer online games that can take up hours every day but will quite happily keep myself amused and pain-free on my commute into work on the bus.

As I have pointed out in so many of my research papers and populist writings over the years, is that the negative consequences of playing almost always involve a minority of individuals that are excessive video game players. There is little evidence of serious acute adverse effects on health from moderate play, endless running games included.

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

Further reading

Csíkszentmihályi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row

Csíkszentmihályi, M. (1992). Flow: The psychology of happiness. London: Random House.

Griffiths, M.D. (2002).  The educational benefits of videogames Education and Health, 20, 47-51.

Griffiths, M.D.  (2003).  The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry, 8, 547-554.

Griffiths, M.D. (2004). Can videogames be good for your health?  Journal of Health Psychology, 9, 339-344.

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

Griffiths, M.D.  (2005).  The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.

Griffiths, M.D. (2010). Adolescent video game playing: Issues for the classroom. Education Today: Quarterly Journal of the College of Teachers, 60(4), 31-34.

Griffiths, M.D. (2019). The therapeutic and health benefits of playing videogames. In: Attrill-Smith, A., Fullwood, C. Keep, M. & Kuss, D.J. (Eds.). The Oxford Handbook of Cyberpsychology. (pp. 485-505). Oxford: Oxford University Press.

Griffiths, M.D., Kuss, D.J., & Ortiz de Gortari, A. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management, 5(2), 71-96.

Jackson, S.A. & Eklund, R.C. (2006). The flow scale manual. Morgan Town, WV: Fitness Information Technology.

Nuyens, F., Kuss, D.J., Lopez-Fernandez, O., & Griffiths, M.D. (2019). The experimental analysis of non-problematic video gaming and cognitive skills: A systematic review. International Journal of Mental Health and Addiction, 17, 389-414.

On the fly: Travel tips for excessive travellers

In a previous blog on ‘binge flying’, I noted that as part of my job I do a lot of travel. In the past 12 months as part of my job I’ve been lucky enough to go to China, Macau, Hong Kong, Japan, Argentina, New Zealand (twice), United Arab Emirates, Denmark, Finland, Norway (twice), Spain (twice), Portugal, Belgium, Malta (twice), Bulgaria, and Ireland. For me, travelling has become an occupational necessity.

However, I have tried to turn my experiences into something more positive and have written a number of short articles providing tips about travelling abroad for outlets such as the British Medical Journal and the PsyPAG Quarterly as well as publishing a short paper on ‘addiction’ to flying (see ‘Further Reading’ below). This blog uses material from my previously published articles cited below to provide some tips on making travel a little less stressful. While this blog is aimed at other academics, most of the tips are generic and apply to anyone travelling abroad.

Before you travel

  • Scan important documents electronically: Rather than photocopying all your important travel information (e.g. passports, insurance documents, etc.), scan all of them electronically and then e-mail them to yourself. You will be able to retrieve them from anywhere at any time if things go wrong.
  • Check your plastic: Before your trip, check all your credit cards for wear and tear as you could be stuck in a foreign country without access to cash machines or the ability to buy anything. Also, think about getting credit cards that include air miles, lounge access and upgrades (e.g. Amex cards).
  • Don’t get currency at the airport: Pre-ordering your currency will almost certainly be cheaper than the exchange rate at the airport currency bureaus. Make sure you get some low denomination notes and coinage for tips, taxis, etc. However, if the country you are travelling to has a strong currency, it might be better to exchange large amounts of money there rather than in the UK.
  • Treat yourself to a ‘Priority Pass’ and get premium lounge access: I’m very fortunate that on long-haul flights I travel business class which gives me access to the premium lounges before my flights. However, on most of my European trips I fly economy but I still like to use the business lounges. For this, I buy an annual ‘Priority Pass’ which gets me into 100s of lounges around the world. There are various levels of membership to suit your needs and they are good value for money.
  • Check your insurance: Has the university paid for you or do you need to get it yourself? There is nothing worse than losing your luggage and then discovering that you weren’t properly insured.
  • Check the weather forecast: There’s nothing worse than turning up in a country with the wrong type of clothes. Check the medium range weather forecast so that you know whether you will need that coat or jumper!
  • Know what you will need to pack: In addition to all the academic things you might require (laptop, memory stick, reading material), don’t forget the necessities in addition to passport, tickets and currency (e.g. adaptors, toiletries, medical supplies). Crease-free clothing can also be a help as not every hotel will have an in-room iron and ironing board. Also, pack some plastic carrier bags for your dirty laundry.
  • Check if the hotel has (preferably free) Wi-Fi: There’s nothing worse than turning up to a hotel and finding you have to pay for Wi-Fi access or worse still that there’s no Wi-Fi at all.
  • Travel as lightly as possible preferably hand luggage only: Take as little luggage as you can as you will always come back with far more than you went with (e.g. papers, conference programmes, conference freebies, leaflets etc.). For one or two night trips, take all your items on as hand luggage. This can often save a lot of waiting at the baggage carousel. To avoid bulk in your luggage, decant shampoos, etc. into smaller bottles so that you carry only that which is necessary on your trip. Miniaturise as much as possible including toiletries.
  • Get easily identifiable luggage: If you have to take non-hand luggage, tie a brightly coloured ribbon or something unique to your luggage so that you will easily spot it on the baggage carousel. Others are less likely to pick up your bag by mistake and may save you time.
  • Make sure that people know when and where you are going: Given all the things that can possibly happen abroad, make sure you let both family and the university (supervisor, head of department, etc.) know where you are going to be.
  • Charge up your laptops and mobile telephones: Make sure all your electronic items are charged up. Keep your chargers in your hand luggage as you may be able to charge up at the airport and/or the plane itself.
  • Check-in online: By checking-in online, you will be able to print your boarding pass and select your seat before you even get to the airport. If you have hand luggage only, this will save valuable time – especially if you are stuck in traffic on the airport bus or your train is delayed.

On the plane itself

  • Go vegetarian: If you want to maximise sleep time on long-haul flights, pre-order the vegetarian option as these are usually served first.
  • Take food and water on board with you: If you are flying on a budget airline, buy a ‘meal deal’ at the airport (or make your own sandwiches) as the food on board will be more expensive. Buy a bottle of mineral water at the airport as you cannot get liquids through baggage checks and on-board drinks may by pricey.
  • Book an aisle seat: On long-haul flights, always book or ask for an aisle seat if you’re not in business class. This means you will be able to get up and move round at your convenience rather than have to keep asking people to move.
  • Eat and drink alcohol in moderation: It is very tempting to drink free alcohol and eat anything that’s placed in front of you on long trips. However, you should try and limit yourself as you could suffer both dehydration and indigestion.
  • Beware the in-flight entertainment: The in-flight entertainment service may not be to your liking so take some interesting reading and/or a few DVDs (and play them on your laptop). DVDs and a Netflix account are also useful if you are in a hotel that has no English language television stations!
  • Wear headphones: If you want a peaceful stress-free journey without talking to anyone next to you on the plane, wear mp3 player headphones (even if you are not actually listening to anything). If you are going to actually use headphones, then invest in noise-cancelling ones as they will be better for the journey (and better than the ones provided by the airline itself).
  • Bring your own eye mask and ear plugs: If you are on an overnight long-haul economy flight, bring your own ear plugs and eye mask as the plane may not supply them and even if they do, they may not be of good quality. An inflatable neck pillow can also be very comfortable. Wet-wipes can also be useful in helping you feel refreshed after a few hours of sleep.

At your destination

  • Find the local university: If you are short of money, try to find out where the local universities are in a city. The canteen is likely to sell cheap meals and the students will tell you about the most economical places around.
  • Avoid internet roaming charges: As soon as you are in the country of your visit, turn off your data roaming on your tablet computer (e.g. iPad) or smart phone (e.g. iPhone) to avoid charges for things like emails and web browsing. In European countries there’s free roaming at the moment but that will change after Brexit!
  • Make use of the hotel facilities: If your hotel gives free access to its facilities (e.g. business centre, gym, swimming pool), then take full advantage and use them. Use the business centre to email if the hotel charges in-room Wi-Fi access.
  • Adjust to the local time as soon as possible: On the plane, change your watch to the local time and try to stay up and go to bed at your ‘normal’ time. If you get home in the daytime, resist the urge to have a nap as you will feel much worse for it later. Medical supplements such as melatonin may also help overcome jet-lag.
  • Ask where your room is in the hotel: If you don’t ask where your hotel room is located you might end up being right next to the lift or in an outward facing room where you hear all the noisy traffic. Alternatively, take some ear plugs with you, just in case.
  • Know a few words of the native language: Learning even a few basic words of the country’s language will help you in most situations.

On getting back

  • Have convenience food to hand: Make sure you have something easy to prepare for eating (e.g. a ready meal in the freezer) for when you come back as you may get back late when no shops are open.
  • Get in touch with your new contacts: When you are back home, email your new contacts along with anything you promised to send (like the paper you gave at the conference) to help facilitate new working relationships.

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

Further reading

Griffiths, M.D. (2003).  Tips on…Business travel abroad, British Medical Journal, 327, S38.

Griffiths, M.D. (2012). Tips on…Conference travel abroad. Psy-PAG Quarterly, 83, 4-6.

Griffiths, M.D. (2017). A brief critique of ‘flying addiction’. Global Journal of Addiction and Rehabilitation Medicine, 3(1), 555602.

The sciences of reliances on appliances: Have we become reliant on digital technologies and what can we do about it?

Readers of my blog will know that I hate to waste anything that I have put time and effort into and today’s blog contain the written transcripts of partly unpublished interviews on smartphone and social media use that I did a number of months ago with the Daily Express and the Nottingham Post. I have no idea which parts of my responses were used or in what context, but here my complete responses to the questions I was asked.

Q: Are we too reliant on tech and gadgets when it comes to family life both in the home, and also social media?

Mark Griffiths: In most walks of life including work, education, and leisure, reliance on tech and gadgets has become the norm. It’s almost impossible to function without relying on tech. However, individuals often spend too much time on things that distract them from what they should be doing. I use social media every day but for no more than about 10-15 minutes so it doesn’t interfere with work productivity or time spent with my family. Most individuals are habitual smartphone and/or social media users. Even though very few people are genuinely addicted to the applications on their smartphones, a few hours use each day can reduce the amount of time they should be spending on their occupation or education (depending upon age) and can reduce the amount of quality time spent with family members. I have three screenagers all who spend a disproportionate amount of time in front of their smartphones. However, I have no problem if it doesn’t impact on their education, chores around the house, social friendships with their peers, or their physical education. However, some parents use tech heavily themselves (which is not good in terms of being a role model to their children) and others use tech as electronic ‘babysitters’ for their children.

Q: What problems can this cause?

MG: Thankfully, serious side effects and genuine addiction to smartphone applications is minimal. However, habitual smartphone use simply leads to less time spent on things that people should be doing including their (i) job or school/ college/ university work, (ii) physical exercise (because smartphone use tends to be a sedentary for most people), and (iii) quality time with friends and family (less face-to-face interaction). For those at risk of genuine addiction, excessive smartphone use leads to a complete deterioration and compromising of everything in that person’s life and can lead to mental health issues (e.g., depression, social anxiety, etc.) but as I said the number of individuals genuinely affected in this way is minimal.

Q: What are the benefits of a more simple life, less gadgets, less tech?

MG: I gave up using my smartphone a couple of years ago and am highly productive in my job. I still actively use social media and am online a lot of the time but doing it via my laptop or work computer means that I’m not constantly bombarded with notifications, pings by the minute, or constant phone vibrations. The benefits of technology far outweigh the negatives but that doesn’t mean that we should be living our whole lives online.

Q: What are your top tips for switching off as a family 

MG: I’ve written a lot about the benefits of digital detox and how to so it (see: https://drmarkgriffiths.wordpress.com/2016/04/26/tech-your-time-12-top-tips-for-a-digital-detox/ ). As a father of three screenagers we have some general rules:

  • No smartphones at the dinner table.
  • No smartphone use late at night (can’t do that now as my children are now al over 18 years of age) but parents have every right to control their younger children’s tech use.
  • No smartphones for children under 11 years of age.
  • Remember that what you do with tech will be mimicked by your children so set a good example of responsible tech use.
  • Having family events where smartphone use is difficult (e.g., going swimming, going for outdoor walks where reception is poor, going on holiday in places where there is no Wi-Fi access). These types of event are more about showing children that life can still live life without being online 24/7. All my children are very sporty and play competitive sport so that’s great for restricting smartphone use.

Q: How young is too young to own a mobile phone?

MG: Making a decision on when is the right time depends on each child and their parents. It is about responsible parenting and limiting screen time. There is no scientific evidence about what the right age is to give a phone. I have three screenagers and none of them got a phone before the age of 11 years of age. We live in a very technologically advances society and there is no harm in letting children learn early on how to use an i-Pad or tablet. It stops them becoming technophobes when they grow older. The majority of children know more about it than adults now. Obviously you need to monitor what they are using the phone for. We wouldn’t want our children using gambling apps for instance but they mostly just want to keep in touch with their friends. However, parents know their children better than anyone else and there is a reason to give a child a phone when it concerns safety and knowing where your child is, especially if they are walking to and from school. One reason to give a child a phone at the start of secondary school is so that they don’t feel ostracized when they realise everyone else in their class has one. Ironically the majority of kids that have a phone rarely use it to make calls but knowing where they are and being able to talk to them almost instantly is a huge relief for parents.

Q: Anything else you’d like to add?

MG: There’s no scientific evidence that moderate tech use has a negative impact (psychologically or physically on people’s lives). The old cliché is true – everything in moderation. Excessive use of almost anything even when it’s something socially approved and socially sanctioned (e.g., work, exercise, education, etc.) can be problematic if it’s done to the neglect of everything else.

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

Further reading

Balakrishnan, J. & Griffiths, M.D. (2017). Social media addiction: What is the role of content in YouTube? Journal of Behavioral Addictions, 6, 364-377.

Balakrishnan, J. & Griffiths, M.D. (2019). Perceived addictiveness of smartphone games: A content analysis of game reviews by players. International Journal of Mental Health and Addictions, 17, 922-934.

Balta, S., Jonason, P., Denes, A., Emirtekin, E., Tosuntaş, S.B., Kircaburun, K., Griffiths, M.D. (2019). Dark personality traits and problematic smartphone use: The mediating role of fearful attachment. Personality and Individual Differences, 149, 214-219.

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

Griffiths, M.D. & Kuss, D.J. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

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

Hussain, Z., Griffiths, M.D. & Sheffield, D. (2017). An investigation in to problematic smartphone use: The role of narcissism, anxiety, and personality factors. Journal of Behavioral Addictions, 6, 378–386.

Kırcaburun, K. & Griffiths, M.D. (2018). Instagram addiction and the big five of personality: The mediating role of self-liking. Journal of Behavioral Addictions, 7, 158-170.

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

Kuss, D.J. & Griffiths, M.D. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14, 311; doi:10.3390/ijerph14030311

Richardson, M., Hussain, Z. & Griffiths, M.D. (2018). Problematic smartphone use, nature connectedness, and anxiety. Journal of Behavioral Addictions, 7, 109-116.

Yang, Z., Asbury, K., & Griffiths, M. D. (2019). Do Chinese and British university students use smartphones differently? A cross-cultural mixed methods study. International Journal of Mental Health and Addiction, 17(3), 644-657.

Risky business: Organisations should have a ‘gambling at work’ policy

Earlier this week, I was interviewed by the BBC about whether organisations should help individuals who have gambling problems and whether they should have a ‘gambling at work’ policy. Most of us work in organisations that have policies on behaviours such as drinking alcohol and cigarette smoking. However, very few companies have a ‘gambling at work’ policy. One problem gambler in a position of financial trust can bring down a whole organisation – Nick Leeson being a case in point when he single-handedly brought down Barings Bank). Leeson’s (albeit somewhat extreme) antics demonstrate that organisations need to acknowledge that gambling with company money can be disastrous for the company if things go horribly wrong. While no company expects an employee gambling to bring about their collapse, Leeson’s case does at least highlight gambling as an issue that companies ought to think about in terms of risk assessment.

Gambling is a popular leisure activity and national UK surveys into gambling participation show that around two-thirds of adults’ gamble annually and that problem gambling affects approximately 0.5% of the British population (although the prevalence rates for adolescents can be three to four rimes higher). There are a number of socio-demographic factors associated with problem gambling. These included being male, having a parent who was or who has been a problem gambler, being single, and having a low income. Other research shows that those who experience unemployment, poor health, housing, and low educational qualifications have significantly higher rates of problem gambling than the general population.

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. There can also be adverse health consequences for both the problem gambler and their partner including depression, insomnia, intestinal disorders, migraines, and other stress-related disorders.

For most people, gambling is not a serious problem and in some cases may even be of benefit in team building and/or creating a collegiate atmosphere in the workplace (e.g., National Lottery syndicates, office sweepstakes). However, for those whose gambling starts to become more of a problem, it can affect both the organisation and other work colleagues. Typically problem gambling at work can lead to many negative “warning signs” such as misuse of time, mysterious disappearances, long lunches, late to work, leaving early from work, unusual vacation patterns, unexplained sick leave, internet and telephone misuse, etc. However, new forms of gambling, such as gambling via the internet or smartphones at work, means that many of these warning signs are unlikely to be picked up. However, just because problem gambling is difficult to spot does not mean that managers should not include it in risk assessments and/or planning procedures. Listed below are some practical steps that can be taken to help minimise the potential problem.

  • Take the issue of gambling seriously. Gambling (in all its many forms) has not been viewed as an occupational issue at any serious level. Managers, in conjunction with Human Resources Departments need to ensure they are aware of the issue and the potential risks it can bring to both their employees and the whole organisation. They also need to be aware that for employees who deal with finances, the consequences for the company should that person be a problem gambler can be very great.
  • Raise awareness of gambling issues at work. This can be done through e-mail circulation, leaflets, and posters on general notice boards. Most countries (including the UK) have national and /or local gambling agencies that can supply useful educational literature (including posters). Telephone numbers for these organisations can usually be found in most telephone directories.
  • Ask employees to be vigilant. Problem gambling at work can have serious repercussions not only for the individual but also for those employees who befriend a problem gambler, and the organisation itself. Fellow staff members need to know the signs and symptoms of problem gambling. Employee behaviours such as asking to borrow money all the time might be indicative of a gambling problem.
  • Give employees access to diagnostic gambling checklists. Make sure that any literature or poster within the workplace includes a self-diagnostic checklist so that employees can check themselves to see if they might have (or be developing) a gambling problem.
  • Check internet “bookmarks” of staff. In some jurisdictions across the world, employers can legally access the e-mails and internet content of their employees. One of the easiest checks is to simply look at an employee’s list of “bookmarked” websites. If they are gambling on the internet regularly, internet gambling sites are almost certainly likely to be bookmarked.
  • Develop a “Gambling at Work” policy. As mentioned at the start of this blog, many organisations have policies for behaviours such as smoking or drinking alcohol in the workplace. Employers should develop their own gambling policies by liaison between Human Resource Services and local gambling agencies. A risk assessment policy in relation to gambling would also be helpful.
  • Give support to identified problem gamblers.  Most large organisations have counselling services and other forms of support for employees who find themselves in difficulties. Problem gambling needs to be treated sympathetically (like other more bona fide addictions such as alcoholism). Employee support services must also be educated about the potential problems of workplace gambling.

Problem gambling can clearly be a hidden activity and the growing availability of internet gambling and gambling via smartphone or tablets is making it easier to gamble from the workplace. Thankfully, it would appear that for most people, gambling is not a serious problem. For those whose gambling starts to become more of a problem, it can affect both the organisation and other work colleagues (and in extreme cases cause major problems for the company as a whole). Managers clearly need to have their awareness of this issue raised, and once this has happened, they need to raise awareness of the issue among the work force. Gambling is a social issue, a health issue and an occupational issue. Although not high on the list for most employers, the issues highlighted here suggest that it should at least be on the list somewhere.

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

Further reading

Calado, F., Alexandre, J. & Griffiths, M.D. (2017). Prevalence of adolescent problem gambling: A systematic review of recent research. Journal of Gambling Studies, 33, 397-424.

Calado, F. & Griffiths, M.D. (2016). Problem gambling worldwide: An update of empirical research (2000-2015). Journal of Behavioral Addictions, 5, 592–613.

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

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

Griffiths, M.D. (2004). Betting your life on it: Problem gambling has clear health related consequences. British Medical Journal, 329, 1055-1056.

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

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

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

Needers of the pack: A brief look at addiction to Solitaire

A few days ago I was interviewed by Business Insider about the addictiveness of the card game Solitaire (also known as Klondike and Patience). The ‘hook’ for the Business Insider article (no pun intended) was that May 22 is National Solitaire Day (NSD). A quick look on the online National Day Calendar confirmed that NSD does indeed exist (a celebration day that only began for the first time last year) and the website also pointed out that the game is over 200 years’ old and that Solitaire “truly went viral” in 1990 when Microsoft included the Microsoft Solitaire game in Windows 3.0 (as a way to teach people how to use the mouse on their computers). The NSD webpage notes that:

“Over the past 28 years, Microsoft Solitaire has been providing great entertainment to hundreds of millions of players in every corner of the world…In 2012, Microsoft evolved Solitaire into the Microsoft Solitaire Collection, which features five of the top Solitaire games in one app. Since then, the game has been played by over 242 million people and has become so popular that each year 33 billion games are played with over 3.2 trillion cards dealt!”

Back in 2000, a short article on internet addiction in The Lancet by Peter Mitchell noted that one of the pioneers in internet addiction research, the clinical psychologist Maressa Hecht Orzack claimed to have a problem (a “near addiction”) playing Solitaire. Orzack was quoted in Mitchell’s article as saying: “So now I don’t have a computer at work. [My playing Solitaire] was getting that serious”. Orzack was also quoted in the Business Insider article. Her Solitaire playing was a “growing obsession” and she neglected her work and lost sleep because of her Solitaire playing. She said: “I kept playing solitaire more and more – my late husband would find me asleep at the computer. I was missing deadlines. I knew something had to be done”.

Unknown

As far as I am aware, there is no empirical research about addiction to Solitaire, and I’ve never come across a published case study. However, I have mentioned Solitaire in a number of my papers over the years but all of them were in my critique of Dr. Kimberley Young’s taxonomy of the different types of internet addiction. Young claimed there were five different types of internet addiction (‘cyber-sexual addiction’, cyber-relationship addiction, ‘net compulsions’, ‘information overload’ and ‘computer addiction’). In a number of my publications in journals such as the Student British Medical Journal (1999), Addiction Research (2000), and the International Journal of Mental Health and Addiction (2006), I argued that the typology was flawed and that most of the examples Young provided were addictions on the internet, not addictions to the internet (and echoing my assertion that individuals are no more addicted to the internet than alcoholics are addicted to bottles).

The reference to Solitaire was in relation to Young’s final type of internet addiction – ‘computer addiction’. One of her examples of ‘computer addiction’ as the playing of Solitaire on computers. (I found this strange particularly because the example didn’t even rely on being on the internet – it was merely about individuals being addicted to playing Solitaire on computers and laptops). Young never provided any empirical evidence that she had ever met or treated anyone with an addiction to Solitaire, just that being addicted to Solitaire would be classed as a ‘computer addiction’ in her typology.

Young is not the only social scientist to use Solitaire as an example in an addiction typology. In a 2008 paper published in the Journal of Applied Social Science, Jawad Fatayer outlined what he believes are the four types of addiction – alpha addictions (addictions that impact the body and physical health such as nicotine addiction and food addiction), beta addictions (addictions that impact the mind and the body such as alcohol and other drug addictions), gamma addictions (all behavioural addictions), and delta addictions (two or more addictions experiences simultaneously). Addiction to Solitaire was listed as a gamma addiction (but again, there was no empirical evidence to support the claim that Solitaire addiction actually exists).

Business Insider spoke to two other psychologists in addition to myself. Dr. Chris Ferguson (with whom I have co-authored a few papers) said:

“It’s important to recognize the difference between really liking something and having a clinical addiction. People (say) ‘I’m addicted to cupcakes’, ‘I’m addicted to chocolate’ meaning ‘This is a really fun thing that I like to do a lot’. There’s a huge debate that goes on in the field right now about whether video games can be compared to things like substance abuse, or if video games are more similar to hobby-like activities that many people enjoy — and some people might overdo…a fixation with Solitaire is more of a behavioral addiction – an obsessive behavioral pattern that can be a sign of underlying mental distress or illness. People who have mental health issues, or are simply under stress, tend to be drawn to things that are fun and distracting. And that’s mostly good, actually. It’s just that sometimes, for some individuals, they may begin to really overdo those activities as a form of escapism…It’s not about technology. It’s about mental health”.

A clinical psychologist, Anthony Bean said:

“There are some clear signs that Solitaire might be playing too big a role in your life. (If you’re) noticing you’re putting more time than other areas into the game and, let’s say, not paying attention to your family, not paying attention to work, not paying attention to school”.

My contribution to the Business Insider was taken from an email I sent the journalist. Very little of what I sent was used. I was asked two specific questions: (i) what characteristics of the game Solitaire might make it addicting? and (ii) what should people be aware of as signs of a disruptive addiction to Solitaire (or gaming in general)?

In answer to the first question, I wrote that addictions rely on constant rewards (what psychologists refer to as reinforcement) and each game of Solitaire can be played quickly and individuals can be quickly rewarded if they win (positive reinforcement) but when they lose, the feeling of disappointment or cognitive regret can be eliminated by playing again straight away (negative reinforcement – playing as way to relive a dysphoric mood state). I also stated that addictions typically result as a coping mechanism to other things in a person’s life. They use such behaviours as a way of escape and the repetitive playing of games can help in such circumstances. For the overwhelming majority of people, such playing behaviour will be an adaptive coping mechanism but if the game takes over all other aspects of the person’s life and compromises their relationships and their education/occupation (depending upon their age), this becomes a poor coping strategy because the short-term benefits are heavily outweighed by the long-term costs.

In relation to the second question, I outlined what I believe to be the six core criteria of addictive behaviour and outlined them with what I believed a genuine Solitaire addiction would constitute. My response was purely hypothetical because I have never met or even heard of anyone being genuinely addicted to Solitaire. So, hypothetically, Solitaire addiction would comprise anyone that fulfilled all of the following six criteria:

  • Salience –This occurs when Solitaire becomes the single most important activity in the person’s life and dominates their thinking (preoccupations and cognitive distortions), feelings (cravings) and behaviour (deterioration of socialised behaviour). For instance, even if the person is not actually playing Solitaire they will be constantly thinking about the next time that they will be (i.e., a total preoccupation with Solitaire).
  • Mood modification –This refers to the subjective experiences that people report as a consequence of playing Solitaire and can be seen as a coping strategy (i.e., they experience an arousing ‘buzz’ or a ‘high’ or paradoxically a tranquilizing feel of ‘escape’ or ‘numbing’).
  • Tolerance –This is the process whereby increasing amounts of time spent playing Solitaire are required to achieve the former mood modifying effects. This basically means that for someone engaged in Solitaire, they gradually build up the amount of the time they spend playing Solitaire every day.
  • Withdrawal symptoms– These are the unpleasant feeling states and/or physical effects (e.g., the shakes, moodiness, irritability, etc.), that occur when the person is unable to play Solitaire because they are ill, have no computer connection, etc.
  • Conflict – This refers to the conflicts between the person and those around them (interpersonal conflict), conflicts with other activities (social life, hobbies and interests) or from within the individual themselves (intra-psychic conflict and/or subjective feelings of loss of control) that are concerned with spending too much time playing Solitaire
  • Relapse– This is the tendency for repeated reversions to earlier patterns of excessive Solitaire playing to recur and for even the most extreme patterns typical at the height of excessive Solitaire playing to be quickly restored after periods of control.

Finally, I just want to reiterate that I know of no evidence to support the contention that there are individuals genuinely addicted to Solitaire. However, I do think it’s theoretically possible even though I’ve yet to meet or hear about such individuals.

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

Further reading

Fatayer, J. (2008). Addiction types: A clinical sociology perspective. Journal of Applied Social Science, 2(1), 88-93.

Griffiths, M.D. (1996). Behavioural addictions: An issue for everybody? Journal of Workplace Learning, 8(3), 19-25.

Griffiths, M.D. (1999). Internet addiction: Internet fuels other addictions. Student British Medical Journal, 7, 428-429.

Griffiths, M.D. (2000). Internet addiction – Time to be taken seriously? Addiction Research, 8, 413-418.

Griffiths, M.D.  (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.

Mitchell, P. (2000). Internet addiction: genuine diagnosis or not? The Lancet, 355(9204), 632.

National Day Calendar (2018). National Solitaire Day. Located at: https://nationaldaycalendar.com/national-solitaire-day-may-22/

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

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

The (not so) beautiful game: A brief look at problematic videogame playing among professional football players

Today’s blog briefly looks at the issue of problematic gaming amongst footballers and whether it is an issue that professional football clubs must take seriously. In a previous article I wrote about gambling (and gambling addiction) among professional footballers which has become a well-known issue over the last couple of decades. The reasons for why professional footballers gamble have similarities to why they play videogames.

It is the night before a big match. Professional football players are confined to staying in a hotel. No sex. No alcohol. No junk food. Basically, no access to all the things they might love. To pass time, footballers may watch television, play cards for money, or play a video game believing these are ‘healthier’ for them. The difficulty in detecting problematic gaming is likely to be one factor in its growth over other forms of potential addiction – especially as many players are more health-conscious and the testing for alcohol and drugs is now more rigorous. However, any of these ‘healthier’ activities when taken to excess can cause problems. Many years ago, England goalkeeper David James once claimed his loss of form was because of his round-the-clock video game playing. In short, the top players are very well paid and inevitably have lots of time on their hands.

During my career, I have been asked a handful of times by the press to comment on why footballers play videogames. For instance, I was recently interviewed by The i newspaper about the medical consequences of excessive gaming after a story emerged that Arsenal’s Mesut Ozil frequent back problems may have been related to the excessive amount of time he spent playing Fortnite (at least according to Professor Ingo Frobose at the Sport University Cologne in Germany).

mesut-ozil

Although the English Football Association has strict rules on gambling by footballers, there are none (as far as I am aware) on the playing of videogames (and to be honest there is no real need to do so). There are many reasons why footballers may gamble or play videogames to excess compared to other less ‘healthy’ behaviours like excessive drinking or drug taking. It is a shame that addictions to drugs and alcohol tend to generate more sympathy among the general public as many people view gambling and gaming as self-inflicted vices. But gambling or gaming to excess can be just as destructive because of the huge consequences on time and/or money.

According to a story earlier this week in The Sun newspaper, an “English football star” (who wanted to remain anonymous so as not to damage his reputation) had allegedly been playing the Fortnite videogame for up to 16 hours a day which he said was threatening his career (and his relationship) and causing him to miss training sessions. He also claimed there are many more in the sport” just like him. By speaking out about the issue, his motive is to “raise awareness about an addiction which has been described as a ‘silent epidemic’ in football”. The Sun claimed that the footballer’s story was “likely to resonate with dozens of his fellow professionals, who also while away their free time on consoles”. Other footballers such as Mesut Ozil and Harry Kane have claimed to big fans of playing Fortnite. The Sun also claimed that the Professional Footballers’ Association had been contacted by football clubs concerned about the amount of gaming habits by players. In the footballer’s interview with The Sun, he said that:

 “[My] gaming has become a massive problem. When I get back from training, the first thing I do is turn the Xbox on to play Fortnite. I play for about eight to ten hours a day, but I once played 16 hours non-stop the day before a match. When we have away matches and we travel by coach, I am gaming from the moment we leave and then I carry on in my hotel room at night. It is quite normal for me to stay up playing until two o’clock or three o’clock in the morning. I get a lot of eye strain, I am tired the next day and I miss training sometimes. When I started missing training, that was when I knew I needed help as I was getting in trouble from my club. This has been going on for about a year now. If I get told to come off the game, I am sometimes quite aggressive. I have mood swings. If I keep gaming, I worry that it could potentially finish my career. It is also affecting my relationship with my girlfriend because I play on the Xbox instead of seeing her…I think some of my team-mates need help as well. About 50 per cent of our squad are into gaming. And I know they play for a lot of hours because I play Fortnite with them – as well as with players from other clubs.”

The Sun also spoke to the footballer’s psychotherapist Steve Pope. He is currently treating five professional footballers who have problematic gaming and he was quoted as saying:

“Over the last few years, we have probably treated more than 20 footballers for this problem alone. But that is just the tip of the iceberg. They are all at it. It is the biggest scourge of our times. It’s a silent epidemic because footballers can’t be tested for it. I don’t think clubs realise what a big problem this is and the debilitating effect excessive gaming has on a player’s psyche. They wouldn’t let a footballer have a bottle of vodka in their hotel room the night before a game, so why would they let him loose with an Xbox?…If it’s a national problem, which gaming is, then why shouldn’t it affect footballers who have hours and hours to kill on planes, trains and coaches, and then sit in hotel rooms by themselves? For footballers, the real appeal about computer games is that, unlike with other addictions, they can’t be tested for it. It is a problem that needs to be outed to save players’ careers”.

Pope then went on to say:

“Footballers have an addictive personality because that’s what makes them good at their job. From an early age at academies, they are conditioned to work for a high, whether that is making a great pass or scoring a great goal. That is the work-for high. The brain likes that feeling, likes that elation, likes that rush. But if they are not getting that high from football, they are getting it from something else – alcohol, drugs, gambling or gaming. That is the lazy high. Footballers are trained to be competitive and with the kind of games they are playing, Fortnite or Fifa, they are continually in a competition. It’s a follow on from playing football. The trouble is they are playing the games all night and use up all their happy chemicals so their brain is imbalanced. So come the match the following day, they are as flat as a pancake. They are a jangled wreck, trying to clear their head. When I worked in-house at Fleetwood, we banned game stations the night before matches. I would walk the hotel corridors at night time nicking PlayStations and Xboxes to stop them using them”.

Whilst I don’t subscribe to the idea of an addictive personality, much of what Pope says I agree with. It’s not hard to see how professional footballers can get hooked into gaming. Consequently, time rich and money rich young footballers need to be educated about the potential downsides of excessive videogame playing.

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

Further reading

Coverdale. D. (2019). Football’s silent addiction: Gaming makes me aggressive and I’m worried it’ll end my career. The Sun, march 28. Located at: https://www.thesun.co.uk/sport/football/8735239/football-silent-addiction-gaming-fortnight-addiction-career/

Griffiths, M.D. (2006). All in the game. Inside Edge: The Gambling Magazine, July (Issue 28), p. 67.

Griffiths, M.D. (2010). Gambling addiction among footballers: causes and consequences. World Sports Law Report, 8(3), 14-16.

Wigmore, T. (2018). If Mesut Ozil really is addicted to Fortnite then Arsenal have a problem. The i, December 14. Located at: https://inews.co.uk/sport/football/mesut-ozil-fortnite-addicted-gaming-arsenal-injury-news/

Snap chat: The psychology of selfies

“Barefoot Wine is an advocate of self-expression and as such have introduced the House of Sole, a pop up event space in the heart of Soho [in London] that will encourage people to truly express themselves by taking part in a variety of activities including mind and soul reading, a self-customisation bar, and blindfold wine tasting. Barefoot encourages self-expression and celebrates individualism, from campaigns including ‘Bare Your Sole’ where we encourage individuals to shout about a passion point they have to the ‘House of Sole’ which is the ultimate destination for self-expression”.

This opening quote is from a press release by Barefoot Wine (BW) who a few months ago involved me in a press campaign concerning the psychology of selfies. Today’s blog uses material that I provided to BW about the rise of the selfie on social media and which was featured at length in the press release. The reason I was approached was a result of the massive worldwide press coverage that Dr. Janarthanan Balakrishnan and I received in relation to our research on obsessive selfie-taking (‘selfitis’) that I’ve written about in previous blogs (here, here, and here).

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I have come to the view that the selfie is much more than a way to show your friends and family what you’ve been up to, or your new haircut or a celebrity that you’ve meant, and it’s also the most efficient form of self-expression. In research I published last year with Dr. Balakrishnan in the International Journal of Mental Health and Addiction, we identified the reasons behind the ‘selfie’ phenomenon and what it means to an increasingly digitally connected, culturally aware and proud generation.

Our research suggested there were six main motivations for taking selfies. The six motivations are:

  • Self-confidence (e.g. taking selfies to feel more positive about oneself)
  • Environmental enhancement (e.g. taking selfies in specific locations to feel good and show off to others)
  • Social competition (e.g. taking selfies to get more ‘likes’ on social media)
  • Attention seeking (e.g. taking selfies to gain attention from others)
  • Mood modification (e.g. taking selfies to feel better)
  • Subjective conformity (e.g. taking selfies to fit in with one’s social group and peers)

The motivations for taking selfies may be different. However, the selfie in general enables an individual to create a genuine identity or a perceived identity. Either way, this can be a positive source of boosted self-confidence, allowing the individual to express themselves in a way in which adds to their identity or character and showcase who they truly are (or who they believe they are and/or want to be).

The rise in selfie popularity has also allowed to us to be more connected on a personal level. Before the invention of modern day smartphones, sharing personal experiences were restricted to physical social interactions or one-to-one conversations. This trend has seen us being a lot more open and talking about our experiences to an extent where we wouldn’t have before. This has allowed people to celebrate their hobbies, interests, and the aspects that make individuals who they are.

However, as selfies have become a popular form of self-expression, issues around vanity can kick in, the findings of our research showed that excessive selfie-takers were more likely to be motivated to take selfies for attention seeking, environmental enhancement, and social competition (and which emphasises perceived identity).

In recent years, selfies have become a key source of personal expression and are a quick and convenient way for people to instantly satisfy lots of their own personal needs as well as present themselves in a way that they want other individuals to see them. For many people, selfies help create their identity for how they wish others to see them and can be a source of boosting self-esteem. The rise of social media has meant that such self-expressions can be displayed instantly to their followers and the wider world more generally.

The rise of the selfie has put individuals more in control of how they are represented in their wider social community. If a person is not happy with the picture they have taken they can either delete it or use photo editing apps/software to change an image to the way that suits them the best. It has subsequently made the individual more self-aware which for many is a good thing but for a smaller minority it may make them feel worse about how they feel if they are insecure and compare their own selfies with others.

Ten years ago, it was very hard to share personal experiences except on a one-to-one basis or within a person’s immediate social circle. However, social media has allowed social networks to expand in ways never thought possible a decade ago. A selfie can say more about a person than the written word and it’s one of the reasons they have become so popular.

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

 Further reading

 Balakrishnan, J. & Griffiths, M.D. (2018). An exploratory study of ‘selfitis’ and the development of the Selfitis Behavior Scale. International Journal of Mental Health and Addiction, 16, 722-736.

Gaddala, A., Hari Kumar, K. J., & Pusphalatha, C. (2017). A study on various effects of internet and selfie dependence among undergraduate medical students. Journal of Contemporary Medicine and Dentistry, 5(2), 29-32.

Griffiths, M.D. (2018). ‘Behavioural addiction’ and ‘selfitis’ as constructs – The truth is out there! Australian and New Zealand Journal of Psychiatry, 52, 730-731.

Griffiths, M.D. & Balakrishnan, J. (2018). The psychosocial impact of excessive selfie-taking in youth: A brief overview. Education and Health, 36(1), 3-5.

Kaur, S., & Vig, D. (2016). Selfie and mental health issues: An overview. Indian Journal of Health and Wellbeing, 7(12), 1149

Khan, N., Saraswat, R., & Amin, B. (2017). Selfie: Enjoyment or addiction? Journal of Medical Science and Clinical Research, 5, 15836-15840.

Kuss, D.J. & Griffiths, M.D. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14, 311; doi:10.3390/ijerph14030311

Lee, R. L. (2016). Diagnosing the selfie: Pathology or parody? Networking the spectacle in late capitalism. Third Text, 30(3-4), 264-27

Senft, T. M., & Baym, N. K. (2015). Selfies introduction – What does the selfie say? Investigating a global phenomenon. International Journal of Communication, 9, 19

Singh, D., & Lippmann, S. (2017). Selfie addiction. Internet and Psychiatry, April 2. Located at: https://www.internetandpsychiatry.com/wp/editorials/selfie-addiction/

Singh, S. & Tripathi, K.M. (2017). Selfie: A new obsession. SSRN, Located at: http://dx.doi.org/10.2139/ssrn.2920945

Eight days a week: Survival in the age of the ‘always on’ culture

Recently, I did some work with a PR agency as part of a campaign to get individuals to use their smartphones more responsibly. Today’s blog comprises the some of the text that fed into their press release based on an interview I did with them. The same campaign also publicised my tips to help reduce reliance on technology which you can find here. The following text comes from a transcription of the interview.

“The first thing to bear in mind is that people are no more addicted to smartphones than alcoholics are addicted to bottles. It the applications on smartphones that are potentially addictive not the phones themselves. It is important to understand too that the number of people who actually suffer to the extent that they have a real addiction is likely to be no more than a handful. However, there are certainly a growing number of people who perhaps wish they didn’t use their apps as much as they do. Obviously as phones have become more advanced and more capable, and the issue of both habitual use and problematic use of smartphones has grown.

We live in the ‘always on’ era and I think many people feel obliged to participate in that culture, and ensure that they are constantly available to interact and respond 24/7. I gave up my smart phone several years ago and, though I am not encouraging everybody else to do the same, you will find that after you get over the initial ‘shock’, you are able to cope just fine without it. Usually after the third or fourth day you’ll find that that you have adjusted to not having it. There are natural circumstances where you will find yourself without your phone by necessity, such as when you go swimming or visit the gym. People tend to manage just fine during these scenarios, but many people often experience anxiety if they find themselves on the bus to work and then realise they’ve left their smartphone at home.

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I’d encourage people wishing to use their phone or apps less to consider going without their phone for a few hours, or allocating one day each week when you don’t use it at all. And whilst I have given up my smartphone, I haven’t given up social media, using the internet and sending emails. I simply access these functions through my laptop. Obviously one of the big factors with mobile phones is that they are with you constantly. You can’t put a laptop in a pocket or a handbag, like you can with a mobile phone, and that is obviously quite a significant distinction. 

Many apps and phones themselves now have features that record the amount of time spent using each one, and often the time for many people will escalate into a number of hours over the course of the day or week. For many people this won’t be a concern, because they may be really enjoying using particular apps, but to others it might be a bit of a wake-up call. If you discover that you regularly spend ten hours in a week using a specific app you may begin to consider what else you could have done with that time.

There are also features on phones that allow you to dictate the frequency of notifications you receive as well as limit setting features so that you can control how much time you want to spend on your smartphone. Many apps send notifications very frequently, on the basis that the users will anticipate something good in the message they receive. Like in many spheres of our life, there are specific activities that trigger chemical reactions that manifest themselves as happy feelings, and apps are no different in this respect.

But there are often options to disable these notifications, or to limit them to appear only once an hour. This is one way we can limit the time we spend looking at our phones. The world of social media in particular can be very competitive, and we often crave things like ‘likes’ from our friends and colleagues. Many individuals not only feel good when they get ‘likes’ on the things they have posted on social media but also feel good when they get more ‘likes’ than their friends.

FOMO’ – fear of missing out – is also an increasing factor in why people spend so much time on their smartphone, constantly checking their social media and messages. Individuals should rationally and objectively consider just what exactly it is that they think they’re missing out on. We are very eager to take selfies and share them, purely for the purpose of attracting ‘like’s and reactions from others. Are we really missing out by not doing that? Over the past few years there has been increasing use of the term ‘digital detox’. A digital detox refers to the period of time during which a person refrains from using electronic devices such as smartphones or computers, regarded as an opportunity to reduce stress or focus on social interaction in the physical world”.

My tips for a successful digital detox can be found here.

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

Further reading

Andreassen, C.S., Pallesen, S., & Griffiths, M.D. (2017). The relationship between excessive online social networking, narcissism, and self-esteem: Findings from a large national survey. Addictive Behaviors, 64, 287-293.

Billieux, J., Maurage, P., Lopez-Fernandez, O., Kuss, D.J. & Griffiths, M.D. (2015). Can disordered mobile phone use be considered a behavioral addiction? An update on current evidence and a comprehensive model for future research. Current Addiction Reports, 2, 154-162.

Csibi, S., Griffiths, M.D., Cook, B., Demetrovics, Z., & Szabo, A. (2018). The psychometric properties of the Smartphone: Applications-Based Addiction Scale (SABAS). International Journal of Mental Health and Addiction, 16, 393-403.

Emirtekin, E., Balta, S., Sural, I., Kircaburun, K., Griffiths, M.D. & Billieux, J. (2019). The role of childhood emotional maltreatment and body image dissatisfaction in problematic smartphone use among adolescents. Psychiatry Research, 271, 634–639.

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

Griffiths, M.D. (2013). Adolescent mobile phone addiction: A cause for concern? Education and Health, 31, 76-78.

Griffiths, M.D. (2018). Adolescent social networking: How do social media operators facilitate habitual use? Education and Health, 36, 66-69.

Griffiths, M.D. & Kuss, D.J. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

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

Hussain, Z., Griffiths, M.D. & Sheffield, D. (2017). An investigation in to problematic smartphone use: The role of narcissism, anxiety, and personality factors. Journal of Behavioral Addictions, 6, 378–386.

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

Kuss, D.J. & Griffiths, M.D. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14, 311; doi:10.3390/ijerph14030311

Lopez-Fernandez, O., Kuss, D.J., Griffiths, M.D., & Billieux, J. (2015). The conceptualization and assessment of problematic mobile phone use. In Z. Yan (Ed.), Encyclopedia of Mobile Phone Behavior (Volumes 1, 2, & 3) (pp. 591-606). Hershey, PA: IGI Global.

Lopez-Fernandez, O., Männikkö, N., Kääriäinen, M., Griffiths, M.D., & Kuss, D.J. (2018). Mobile gaming does not predict smartphone dependence: A cross-cultural study between Belgium and Finland. Journal of Behavioral Addictions, 7, 88-99.

Monacis, L., de Palo, V., Griffiths, M.D. & Sinatra, M. (2017). Social networking addiction, attachment style, and validation of the Italian version of the Bergen Social Media Addiction Scale. Journal of Behavioral Addictions, 6, 178-186.

Richardson, M., Hussain, Z. & Griffiths, M.D. (2018). Problematic smartphone use, nature connectedness, and anxiety. Journal of Behavioral Addictions, 7, 109-116.