Category Archives: Technology
Net gains: What are the benefits of online therapy for problem gamblers and clinicians?
“A 35-year old man comes home very late from a night out at the casino having lost all his savings at the roulette wheel. Unable to sleep, he logs onto the Internet and locates a self-help site for problem gambling and fills out a 20-item gambling checklist. Within a few hours he receives an E-mail which suggests he may have an undiagnosed gambling disorder. He is invited to revisit the site to learn more about his possible gambling disorder, seek further advice from an online gambling counsellor and join an online gambling self-help group” (from Griffiths and Cooper, 2003)
On initial examination, this fictitious scenario appears of little concern until a number of questions raise serious concerns. For instance, who scored the gambling test? Who will monitor the gambling self-help group? Who will give online counselling advice for the gambling problem? Does the counsellor have legitimate qualifications and experience regarding gambling problems? Who sponsors the gambling website? What influence do the sponsors have over content of the site? Do the sponsors have access to visitor data collected by the website? These are all questions that may not be raised by a problem gambler in crisis seeking help but they are important questions that require answers. Of course, these are also questions that should apply to any comparable face-to-face interventions.
The Internet could be viewed as just a further extension of technology being used to transmit and receive communications between the helper and the helped. If gambling practitioners shun the new technologies, others who might have questionable ethics will likely come in to fill the clinical vacuum. Online therapy is growing. Furthermore, its growth appears to outstrip any efforts to organize, limit and regulate it. It has been claimed that online therapy is a viable alternative source of help when traditional psychotherapy is not accessible. Proponents claim it is effective, private and conducted by skilled, qualified, ethical professionals. It is further claimed that for some people, it is the only way they either can or will get help (from professional therapists and/or self-help groups).
Psychological services provided on the Internet range from basic information sites about specific disorders, to self-help sites that assess a person’s problem, to comprehensive psychotherapy services offering assessment, diagnosis and intervention. Most experts agree that online therapy currently available is not traditional psychotherapy. For many, it appears to be an alternative for those who are either unable or reluctant to seek face-to-face treatment. There have been many reasons put forward as to why online assistance is advantageous. Here are the main ones:
- Online therapy is convenient: Online therapy is convenient to deliver, and can provide a way to seek instant advice or get quick and discreet information. In the case of counselling by E-mail, one needs to keep in mind that therapy per se can occur either via professionally delivered formats or via peer-delivered self-help groups. In addition, the counselling might not necessarily be restricted to E-mail; some might augment face-to-face counselling with E-mail ‘booster’ sessions. In this way, correspondence happens at the convenience of both the client and the counsellor. Online therapy avoids the need for scheduling and the setting of appointments, although for those who want them, appointments can be scheduled over a potential 24-hour period. For problem gamblers who might have a sense of increased risk or vulnerability, they can take immediate action via online interventions, as these are available on demand and at any time. Crisis workers often report that personal crises occur beyond normal office hours, making it difficult for people to obtain help from mental health clinicians and the like. If a problem gambler has lost track of time at the casino only to depart depressed, broke, and suicidal at 4am in the morning, they can perhaps reach someone at that hour who will be understanding, empathic and knowledgeable. They likely have a better chance of finding someone at an online peer-support site like GamTalk (gamtalk.org) than they would at their local mental health centre.
- Online therapy is cost-effective for clients: Compared with traditional face-to-face therapies, online therapy is cheaper. This is a big selling point often used by those selling their services online (for instance, some sites advertise their online services as ‘less than the customary cost of a private therapy session’ or ‘help and therapy at a reasonable fee’). This is obviously an advantage to those who may have low financial resources. It may also allow practitioners to provide services to more clients because less time is spent travelling to see them. Since there are financial consequences for a gambler, cheaper forms of therapy such as online therapy may be a preferred option out of necessity rather than choice. The cost factor is particularly important in countries where people are often forced to pay for health care (for example, in the United States). With the Internet, quality information and support (even if treatment is not yet freely available online) is available without cost. Arguably, one needs Internet access, but this too is becoming more freely available, and conceivably, even those who are homeless would be able to utilize such services through places like public libraries (although, literacy would continue to be an important requirement).
- Online therapy overcomes barriers that otherwise may prevent people from seeking face-to-face help: There are many different groups of people who might benefit from online therapy. For example, those who are (i) physically disabled, (ii) agoraphobic, (iii) geographically isolated and/or do not have access to a nearby therapist (military personnel, prison inmates, housebound individuals etc.), (iv) linguistically isolated, and (v) embarrassed, anxious and/or too nervous to talk about their problems face-to-face with someone, and/or those who have never been to a therapist before might benefit from online therapy. Some like those with agoraphobia and/or the geographically isolated, might be more susceptible to activities like online gambling because they either tend not to leave home much or they do not have access to more traditional gambling facilities (like casinos, bingo halls, racetracks and so forth). It is clear that those that are most in need of help (whether it is for mental health problems, substance abuse or problem gambling often do not receive it).
- Online therapy helps to overcome social stigma: The social stigma of seeing a therapist can be the source of profound anxiety for some people. However, online psychotherapists offer clients a degree of anonymity that reduces the potential stigma. Gambling may be particularly stigmatic for some because they may find it is a self-initiated problem. Others have found that the issue of stigma has caused some problem gamblers to avoid seeking treatment. Furthermore, in an exploratory study, my research colleague Dr. Gerry Cooper found that there was a correlation between higher levels of concerns about stigma and the absence of treatment utilization, and that lurking (i.e., visiting but not registering presence to other users) at a problem gambling support group website made it easier for many to seek help including face-to-face help. It should also be noted that there is strong emerging evidence for the power and effectiveness of narrative therapies. For example, there is some evidence to suggest that a person’s use of positive emotion words in their written articulations of difficult or problematic experiences lead to improved health changes.
- Online therapy allows therapists to reach an exponential amount of people: Given the truly international cross-border nature of the Internet, therapists have a potential global clientele. Furthermore, gambling itself has been described as the ‘international language’ and has spread almost everywhere within international arenas.
From the brief outline presented here, it would appear that in some situations, online therapy can be helpful – at least to some specific sub-groups of society, some of which may include problem gamblers. Furthermore, online therapists will argue that there are responsible, competent, ethical mental health professionals forming effective helping relationships via the Internet, and that these relationships help and heal. However, online therapy is not appropriate for everyone. As with any new frontier, there are some issues to consider before trying it. In my next blog I will look at some of the downsides of online therapy.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Bloom, W. J. (1998). The ethical practice of Web Counseling. British Journal of Guidance and Counselling, 26 (1), 53-59.
Connall, J. (2000). At your fingertips: Five online options. Psychology Today, May/June, 40.
Griffiths, M.D. (2001). Online therapy: A cause for concern? The Psychologist: Bulletin of the British Psychological Society, 14, 244-248.
Griffiths, M.D. (2005). Online therapy for addictive behaviors. CyberPsychology and Behavior, 8, 555-561.
Griffiths, M.D. (2010). Online advice, guidance and counseling for problem gamblers. In M. Manuela Cunha, António Tavares & Ricardo Simões (Eds.), Handbook of Research on Developments in e-Health and Telemedicine: Technological and Social Perspectives (pp. 1116-1132). Hershey, Pennsylvania: Idea Publishing.
Griffiths, M.D. & Cooper, G. (2003). Online therapy: Implications for problem gamblers and clinicians, British Journal of Guidance and Counselling, 13, 113-135.
Rabasca, L. (2000). Self-help sites: A blessing or a bane? APA Monitor on Psychology, 31(4), 28-30.
Segall, R. (2000). Online shrinks: The inside story. Psychology Today, May/June, 38-43.
Wood, R.T.A. & Griffiths, M.D. (2007). Online guidance, advice, and support for problem gamblers and concerned relatives and friends: An evaluation of the Gam-Aid pilot service. British Journal of Guidance and Counselling, 35, 373-389.
Wood, R. T., & Wood, S. A. (2009). An evaluation of two United Kingdom online support forums designed to help people with gambling issues. Journal of Gambling Issues, 23, 5-30.
Play to win: A brief look at competitive video gaming
To date, competitive gaming has not been widely researched or recognized in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organized and run by the gaming community, often for large monetary gains. Secondary benefits include the recognition and admiration of other gaming community members. Such tournaments are now often run by companies that host the events at large convention centers in major cities (e.g., New York City, Los Angeles, Seoul, etc.).
Despite three decades of worldwide growth in competitive gaming, little empirical investigation has catalogued these activities. Although empirical studies are lacking, studies have noted that competitive games now use Internet radio coverage with play-by-play commentaries, large-screen televised projections of game footage, sizeable live audiences, and cash prizes in the hundreds of thousands of dollars. For elite competitive gamers (i.e., professional gamers), the activity is a full-time job. Many games played competitively appear to demand high levels of sophistication in strategizing, planning, multi-tasking, and timing to master.
Academic studies have shown that certain competitive games, if used properly, can also promote prosocial behaviour and skill development. Furthermore, professional success in competitive gaming seemingly requires persistent practice and sophisticated skill sets. It is likely that these positive effects are more substantial than the effects of games played on a casual level. Numerous studies have demonstrated the benefits of gaming more generally in lieu of the positive effects of competitive gaming, particularly in relation to improved spatial cognitive benefits. Studies have also suggested that video games can provide an enriched medium for strategic problem solving. Other studies support the differences between novice and advanced levels of play in video games. For instance, research has demonstrated measurable differences between novice and expert game players, the latter group often demonstrating enhanced short-term memory, executive control/self-monitoring, pattern recognition, visual-spatial abilities (e.g., object rotation), and task-switching efficiency, along with more efficient problem-solving skills.
Competitive gaming has the potential to change the dynamics and motivations of gaming. For instance, if a player can make a financial living and career from playing a video game, it becomes an occupation rather than a hobby. This raises interesting questions about the role of context in excessive gaming and potential addiction. Although there is ongoing scientific debate on the nature and extent of adverse consequences associated with excessive digital technology use, I have noted (in a 2010 issue of the International Journal of Mental Health and Addiction) that long hours of video game use alone do not indicate video game addiction (i.e., heavy use on its own is not a sufficient criterion for addiction). Therefore, in order to evaluate problematic video game use, researchers must consider possible negative consequences players are experiencing in their lives. When video game players are capable of financially supporting themselves from their play, this matter becomes more complex. For example, how would one categorize a professional video game player who was making over $100,000 per year playing video games, but was also experiencing social difficulties as a result of excessive video game use? This point is not meant to imply that a successful professional gamer is incapable of suffering pathological effects from game use, but rather to raise the distinct possibility that professional gamers will view their use as non-problematic due to the success they experience.
When it comes to competitive gaming, many players will play excessively and spend hours and hours every single day either practicing or competing. For many competitive gamers, their whole life is dominated by the activity and may impact on their relationships and family life. However, this does not necessarily mean they are addicted to playing the games because the excessive game playing is clearly a by-product of the activity being their job. However, it could perhaps be argued that they are addicted to their work (and in this case, their work comprises video game playing).
Workaholics have been conceptualized in different ways. For instance, in a 2011 review I published in The Psychologist, I noted that workaholics are typically viewed as one (or a combination) of the following. They are (i) viewed as hyper-performers, (ii) work as a way of stopping themselves thinking about their emotional and personal lives, and (iii) are over concerned with their work and neglect other areas of their lives. Some of these may indeed be applied to competitive gamers (particularly the reference to ‘hyper-performers’ and the fact that other areas of their lives may be neglected in pursuit of their ultimate goal). Some authors note that there is a behavioural component and a psychological component to workaholism. The behavioural component comprises working excessively hard (i.e., a high number of hours per day and/or week), whereas the psychological (dispositional) component comprises being obsessed with work (i.e., working compulsively and being unable to detach from work). Again, these behavioural and psychological components could potentially be applied to competitive gamers.
I have also noted that there are those who differentiate between positive and negative forms of workaholism. For instance, some (like myself) view workaholism as both a negative and complex process that eventually affects the person’s ability to function properly. In contrast, others highlight the workaholics who are totally achievement oriented and have perfectionist and compulsive-dependent traits. Here, the competitive gamer might be viewed as a more positive form of workaholism. Research appears to indicate there are a number of central characteristics of workaholics. In short, they typically: (i) spend a great deal of time in work activities, (ii) are preoccupied with work even when they are not working, (iii) work beyond what is reasonably expected from them to meet their job requirements, and (iv) spend more time working because of an inner compulsion, rather than because of any external factors. Again, some or all of these characteristics could be applied to competitive gamers.
Furthermore, competitive gaming is not the sole means by which proficient gamers can financially support themselves. Researchers (such as Dr. Edward Castranova) studying the economics of synthetic worlds (e.g., digital gaming environments) have observed that gamers also procure income by marketing virtual objects in Massively Multiplayer Online Role-Playing Games (MMORPGs). These digital objects often include avatars, or characters controlled by players that interact with gaming environments and other players. Each avatar has unique physical attributes and skills that a player may select, purchase, and/or develop over many hours of game play (e.g., the gradual enhancement strength, speed, weapon-wielding abilities, etc.).
As noted above, competitive gamers are likely to play for extended periods of time and sacrifice other areas of their lives if they have the potential to make a living from gaming. This single-minded dedication may become a problem for some players because the goal of becoming a professional gamer is often unrealistic. There are currently no precise figures relating to the number of competitive game players, but anecdotal evidence suggests that few professional gamers generate sufficient income to support themselves financially. Although viability may change in the future, at present, the great majority of competitive gamers have little chance of becoming successful and financially independent professionals. For this reason (i.e., the motivation to become a professional), competitive gamers may be more susceptible to excessive use than the average video game player. Additionally, even successful professional gamers are likely to play for extended periods of time, as playing less than eight hours each day could mean that they are not practicing enough compared to other professional players. Those who work with (and treat) problematic video game players should keep this factor in mind (especially given that excessive video game use may increase as competitive gaming receives more bona fide recognition as a possible career choice).
Competitive gaming, as with video game playing more generally, has psychosocial advantages and disadvantages and is thus an important area to consider when evaluating gaming as a whole. It may be critical to include questions about competitive gaming (and context more generally) in measures evaluating the degree, extent, and “addictive” potential of video game use. Furthermore, it would appear essential for psychologists to inquire about competitive gaming in a clinical interview during which a client reports playing video games. If clients turn out to be competitive gamers, this will likely distinguish them in many ways from a person who simply plays video games excessively for fun and/or escape.
Various approaches and strategies could be used to stimulate research into competitive gaming. For example, studies could compare the abilities of professional or high-level competitive gamers with everyday or far less experienced gamers to better understand (a) similarities and contrasts in capacities, and (b) whether skills transfer to other domains. Another possibility is to utilize case studies of highly successful professional gamers. Such in-depth studies can generate descriptive information that can help in formulating hypotheses about potential differences between these individuals and non-competitive gamers and lead to better informed and more rigorous empirical investigations. How and why are some competitive gamers able to succeed while so many other players try and fail? Are some of these characteristics and skills (e.g., persistence and speed of mental processing) similar to those seen in professional athletes or others who are extremely successful in their occupations?
Competitive gaming may offer numerous benefits that could be more pronounced than the positive effects found when games are played casually. It may also be problematic, as competitive gamers might be more likely to sacrifice other areas of their lives if they believe they can become professional players. Most importantly, those researchers in the gaming studies field might keep in mind that competitive and professional gamers are a distinct population and may differ considerably (both psychologically and/or behaviorally) from casual gamers.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Kyle Faust and Joseph Meyer
Further reading
Andrews, G., & Murphy, K. (2006). Does video game playing improve executive functioning? In M. A. Vanchevsky (Ed.), Frontiers in: Cognitive psychology (pp. 145–161). Hauppauge, NY: Nova Science Publishers.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398.
Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago, IL: The University of Chicago Press.
Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media and Society, 11, 685–707.
Cheshire, T. (2011, July 4). Career gamers: Inside the world of modern professional gaming. Wired. Retrieved from http://www.wired.co.uk/magazine/archive/2011/07/features/career-gamers?page=all
Faust, K., Meyer, J. & Griffiths, M.D. (2013). Competitive gaming: The potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-76.
Goodale, G. (2003, August 8). Are video games a sport? They may not break a sweat, but these competitors say they are tomorrow’s athletes. The Christian Science Monitor. Retrieved from http://www.csmonitor.com/2003/0808/p13s01-alsp.html
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119–125.
Griffiths, M.D. (2011). Workaholism: A 21st century addiction. The Psychologist: Bulletin of the British Psychological Society, 24, 740-744.
Hong, J-C, & Liu, M-C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19, 245–258.
Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the World Cyber Games. New Media Society, 10, 851–869.
King, D., Delfabbro, P., & Griffiths, M. (2009). The psychological study of video game players: Methodological challenges and practical advice. International Journal of Mental Health Addiction, 7, 555-562.
Lee, Y-H, & Lin, H. (2011). ‘Gaming is my work’: Identity work in internet-hobbyist game workers. Work Employment Society, 25, 451–467.
Reeves, S., Brown, B., & Laurier, E. (2009). Experts at play: Understanding skilled expertise. Games and Culture, 4, 205–227.
Artifical dissemination? Aca-media and psychological research
Over the past decade, academics have been increasingly pushed by their research funders to disseminate their work outside of academic circles. One way in which this can be done is for academics to use the print and broadcast media (something that I termed as ‘aca-media’ back in 1995). Ever since I was a PhD student I have been happy to talk to the media about my research. Occasionally things go wrong and my work is misquoted and/or taken out of context but I have written many articles outlining the many advantages of academics interacting with the media.
I passionately believe that psychological research should be communicated to the public. However, I have also argued in some of my writings about ‘pop’ psychology and aca-media that psychologists who communicate their work to the public (e.g., non-academic books, magazine and newspaper articles, radio and television programmes) are sometimes ridiculed by their peers and/or told that such activities are of little use for progression in their career.
Many academic psychologists may not want a relationship with the media because of the perception that the media will somehow trivialize and/or misrepresent serious research. However, psychology is media-friendly and very popular. This is evidenced by the fact that:
- Popular psychology books are often found in the best selling book lists;
- Magazines like Psychology Today and Psychologies sell in large quantities;
- Many magazines reveal a high percentage of articles dealing with some aspect of psychological concern;
- Radio and television programmes appear to be featuring more and more psychologists.
The media can play a beneficial role in psychological research, and that a lot of good things can come out of it. Back in the late 1990s, I argued in an issue of The Psychologist that the media performs a useful service for psychologists who carry out primary research. More specifically I argued that the media can (i) stimulate research into cutting edge topics. (ii) provide publicity for the psychologist, the research, the discipline and the psychologist’s institution, (iii) provide immediate rewards, and (iv) help feed back into the academic process.
In his book Psychology Observed or The Emperor’s New Clothes, Professor Paul Kline argued that the content of print media provides a useful indicant of human behaviour. Newspapers and magazines indicate what people actually do, and they indicate what editors believe people like to read about (and is one of the reasons I try to feature topics in my blog that I think the general public would be interested in reading). On these criteria, Professor Kline argued that murder, sex, the Royal Family, wars, disasters, rape, crime, astrology, parapsychology, the occult, drugs, and violence are all of psychological significance. In fact, Kline went as far as to argue that much of scientific psychology ignores the real world setting in which we live and barely seems to touch on the subjects outlined above. Kline explained why this might be the case by outlining a number of propositions relating to the scientific method:
- Psychology studies trivial topics because of its reliance on the scientific method
- The scientific method is unsuited to some important problems in psychology
- The scientific method is adhered to because of the (i) high prestige of science which is funded better than the arts, (ii) emphasis on intellect rather than feelings, and (iii) better promotion prospects (i.e. the scientific method allows rapid publication on currently fashionable topics)
- Much of psychology is pure hermeneutics, (i.e., the study of tasks invented and elaborated by those who study them).
If Kline is right, then those psychologists who do not adhere to the scientific method will actually be left behind in the system. I have also argued in some of my articles that if psychology does not provide the information on the topics that people want to know about, then ‘pop’ psychologists will step in – people who may not even be eligible for chartered psychologist status.
Therefore, it would appear that some (maybe even most) psychologists want their research to be communicated to the general public but they appear to want someone else, preferably a non-psychologist, to do it. But what happens when someone else does do it? The main problem is that many people, both those reporting and those reading the original research, fail to interpret research findings of psychologists accurately or use the findings in a biased and/or selective manner. Such observations may provide reasons why there appears to be an increasing number of psychologists (like myself) who are popularizing their own work themselves (i.e., they do not want their work misunderstood, distorted and trivialized). However, if disseminating to the public is not valued by peers, there is little incentive for the psychologist to do so.
Many of my own research ideas have come from newspapers, magazines and other media. Quite often, these outlets will come up with an idea that has no empirical support but looks true and/or is psychologically interesting. This can provide a spur for me to some research on that topic or area. The fact that it has reached media outlets before empirical research has been done suggests that it is newsworthy. One activity I try to do is read one publication each week that I would not normally read. The idea is that such an activity might not lead immediately to a new research idea or avenue, but it could change a view of the world in some way and impact on future research. I am fortunate in the fact that every week I get numerous calls from the media asking me to comment on something. Occasionally they come up with something that stirs my imagination and which gets me thinking that their story is about a really interesting topic. Occasionally whole new lines of research have emerged on the basis of a media enquiry. The most notable examples in my own research include my work on scratchcard gambling and internet addiction.
There is no doubt that some research is more likely to be noted, reported and commented upon by the mass media than is other equally sound or important work. Research into problem solving and learning will almost always be given less media coverage, than say astrology or parapsychology, because experimental psychologists (i) deem these areas as trivial or unimportant, (ii) its subject matter not appropriate for study using the scientific method, and/or (iii) unhelpful for career progression. Professor Kline argued that research that adheres to the scientific method carries a lot of weight in the academic community and enables academics to quickly progress up the career ladder. This is not the case with dissemination of psychological research to non-specialist audiences. Many may consider the education and dissemination of psychological knowledge is important yet popularizing psychology appears to have no distinct advantages inside the academic system (although I would like to think this is changing a little).
However, one thing that is highly irritating to academics is how slow the research dissemination process is. Sometimes waiting over a year or two for a paper to be published is not a psychologist’s idea of a quick reward. At least in the media, the rewards can come quickly. If a psychologist publishes something in a newspaper or a magazine (or even on their own blog), it can be out within days and sometimes even hours. If a psychologist records something for the radio or television, again the result is often quite quick – and if it is live then at least it goes out there and then.
Many psychologists may take the line that it is not their job to generate publicity. However, media exposure can provide publicity for the psychologist, their research, the discipline, and the psychologist’s organization. Furthermore, media publicity can help an individual’s research in particular ways. Media coverage can aid a psychologist’s own self-standing and it can also help in getting a psychologist’s research known to various funding agencies. Media publicity can also be used for direct research purposes – most noticeably in participant recruitment. Although there are ethical questions to consider, news items and features in all forms of the media can help in either the recruitment of participants both in general calls for help in research and in terms of unsolicited responses. I have found this particularly useful in obtaining case studies for various behavioural addictions that I have been researching into (e.g. exercise addiction, gambling addiction, internet addiction, etc.). (For instance, my case study on eproctophilia published last year in the Archives of Sexual Behavior came about because of one of the blogs I published on the topic).
Many researchers spend a lot of time and money handing out recruitment brochures in appropriate places promising small remunerations. However, these typically attract very few people into participating and generate low response rates. Therefore, the media can be used as a creative recruitment tactic that works effectively to attract research participants. Advertisements for participants to “tell us your story” in newspapers can be a successful way of obtaining participants. However, there are likely to be some biases in terms of the background, but it is possible to get a good cross section.
Use of contacts in the media is an option but will be very selective. Talk shows and the local news are the most two obvious areas of television or radio that can be harnessed by psychologists. Telephoning popular local (and sometimes national) radio talk shows to ask for people to come forward is one possible idea. Radio shows can be very good for this. From my own personal experience, a good response can be had from being on late at night or even early Sunday morning.
Another way to generate participants is to turn a research recruitment drive into a news story. Newspapers are in the business of telling stories. To get the media’s attention, a press release must respond to that priority. Unless a psychologist is making news, by being the first to do something, they will not see your material as ‘news’. Psychologists need to tell the media a story that their readership will be interested in. In 2005, I was at a British Association for the Advancement of Science conference, where Tim Radford, the former science correspondent of The Guardian claimed that “the media is inherently lazy…they are likely pick up a story if you do the work”. That means providing the media with background facts and figures, creating context, simple key messages, lining up experts, and most importantly giving them a story. Psychologists can then tie their need (i.e., finding participants for further research) into that story. It is important to lead with a human-interest story and then add the need for research.
The key is to devise a short one-page media release (long ones will simply be passed over). The media release should have a ‘hook’ so that a journalist, when reading a release, asks “What’s new?” There are other strategies that can work for catching the attention of the media. Psychologists can tie their media releases into a news event that is already happening. For example, on Mother’s Day, a psychologist could lead with a story that links their research area to mothers.
Building ongoing relationships with the media is important and it takes time. If academic psychologists wants to get media attention, they need to support the media as well. This can be helped by making responding to media requests a high priority. If a reporter calls, help them with their story. Unfortunately their deadlines are always short so this can be a challenge. Reporters will remember the psychologist and add you to their roster of available experts. Writing ‘Letters to the Editor’ also help in getting psychologists onto media radar screens (something that I used to the point of excess and – some might say – overkill).
My guess is that many psychologists shy away from aca-media due to fears about trivialisation, misinterpretation and misrepresentation. However, if they realised what the average media journalist has to go through to get their story, perhaps they would not be so dismissive. Psychologists would perhaps appreciate the high degree of professionalism that is involved. It could be argued that the most common source of misinterpretation by the media is the psychologist communicating their research or ideas poorly to the journalist. Journalists cannot and should not be blamed for the poor communication skills of the psychologist. What I have tried to argue here is that the aca-media can be good for psychologist, and that the media can be used to help the psychologist’s research and career – something that (I hope) my own career is good evidence of.
References
Griffiths, M.D. (1995). ‘Pop’ psychology. The Psychologist: Bulletin of the British Psychological Society, 8, 455-457.
Griffiths, M.D. (1995). Pop psychology and “aca-media”: A reply to Mitchell. The Psychologist: Bulletin of the British Psychological Society, 8, 537-538.
Griffiths, M.D. (1998). Psychology and the media. The Psychologist: Bulletin of the British Psychological Society, 11, 4-5.
Griffiths, M.D. (2001). A moral obligation in aca-media? The Psychologist: Bulletin of the British Psychological Society, 14, 460.
Griffiths, M.D. (2001). Why I believe letter writing can improve your career prospects. Times Higher Education Supplement, January 5, p.14.
Griffiths, M.D. (1999). Other publication outlets: Is there life after refereed journals? In P. Hills (Ed.), Publish or Perish (pp.117-130). Dereham: Peter Francis Publishing.
Kline, P. (1988). Psychology Observed or The Emperor’s New Clothes. London: Routledge.
Radford, T. (2005, September). Comments made in a panel discussion by science journalists at the British Association for the Advancement of Science, University College, Dublin.
Career ache: Is workaholism a genuine addiction?
Please note: The following article is an extended version of an article that was recently published on Rehabs.com
The term ‘workaholism’ has been around over 40 years since the publication of Wayne Oates’ book Confessions of a Workaholic in 1971. Despite increasing research into workaholism, there is still no single definition or conceptualization of this phenomenon. In my own research into the topic, I claimed that the definitions used by other researchers didn’t really conceptualise workaholism as an addiction or if they did conceptualise it as an addiction, the criteria were different to those used when examining other behavioral addictions such as gambling addiction, Internet addiction, sex addiction, exercise addiction, and video game addiction.
Some people view workaholics as hyper-performers whereas others view workaholics as unhappy and obsessive individuals who do not perform well in their jobs. Others claim workaholism arises when a person prefers to work as a way of stopping the person thinking about their emotional and personal lives and/or are over concerned with their work and neglect other areas of their lives. Various researchers differentiate between positive and negative forms of workaholism. For instance, some view workaholism as both a negative and complex process that eventually affects the person’s ability to function properly. Others highlight the workaholics who are totally achievement oriented and have perfectionist and compulsive-dependent traits.
The most widely employed empirical approach to workaholism proposes three underlying dimensions: (i) work involvement, (ii) drive, and (iii) work enjoyment. Researchers have claimed that workaholism can be deadly and dangerous with an onset (e.g., busyness), a progression (e.g., loss of productivity, relationship breakdowns, etc.), and a conclusion (e.g., hospitalization or death from a heart attack). Psychological research has also shown links between workaholism and personality types including those with Type A Behavior Patterns (i.e., competitive, achievement-oriented individuals) and those with obsessive-compulsive traits. The condition is generally characterized by the number of hours spent on work, and the inability to detach psychologically from work.
Reliable statistics on the prevalence of workaholism are hard to come by although a review that I published with some colleagues in 2011 based on all published studies up to that point estimated a prevalence rate of about 10% in most countries that had carried out empirical studies. Whether or not workaholism is a bona fide addiction all depends on the operational definition that is used. In one of my papers, I argued the only way of determining whether non-chemical (i.e., behavioral) addictions (such as workaholism) are addictive in a non-metaphorical sense is to compare them against clinical criteria for other established drug-ingested addictions. However, most people researching in the field have failed to do this. I operationally define addictive behavior as any behavior that features what I believe are the six core components of addiction (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse). Any behavior (e.g., work) that fulfils these six criteria would be operationally defined as an addiction. In relation to workaholism, the six components would be:
- Salience – This occurs when work becomes the single most important activity in the person’s life and dominates their thinking (preoccupations and cognitive distortions), feelings (cravings) and behavior (deterioration of socialized behavior). For instance, even if the person is not actually working they will be constantly thinking about the next time that they will be (i.e., a total preoccupation with work).
- Mood modification – This refers to the subjective experiences that people report as a consequence of working 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 work are required to achieve the former mood modifying effects. This basically means that for someone engaged in work, they gradually build up the amount of the time they spend working 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 work because they are ill, on holiday, 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 working.
- Relapse – This is the tendency for repeated reversions to earlier patterns of excessive work to recur and for even the most extreme patterns typical of the height of excessive working to be quickly restored after periods of control.
Using these components, I and some of my Norwegian colleagues at the University of Bergen developed a new ‘work addiction scale’. We believe the scale may add value to work addiction research and practice, particularly when it comes to facilitating treatment and estimating prevalence of work addiction in the general population worldwide. The scale has been psychometrically validated and comprises seven simple questions (see end of article). We recently used this scale on a nationally representative Norwegian sample and found that 8% of our participants were addicted to work using this new instrument.
It’s also worth noting that some academics view workaholism as much a ‘system addiction’ as an individual one. Although the manifestations of workaholism are at the level of the individual, workaholic behavior is socially acceptable and even encouraged by major organizations. For employees, an organization can provide the structure and/or the mechanisms and dynamics for both the addictive substance (e.g., adrenalin) and/or the process (i.e., work itself).
Addictions always result from an interaction and interplay between many factors including the person’s biological and/or genetic predisposition, their psychological constitution (e.g. personality factors, unconscious motivations, attitudes, expectations, beliefs, etc.), their social environment (i.e. situational characteristics) and the nature of the activity itself (i.e. structural characteristics). This could be described as a ‘global model’ of addiction that goes beyond an individual biopsychosocial approach. Each of these three general sets of influences (i.e. individual, structural and situational) can be subdivided much further depending on the type of addiction, and can also be applied to workaholism.
For instance, the structural characteristics of work can include such things as the type of work (e.g., manual or non-manual; proactive or reactive; stimulating or non-stimulating), the familiarity of the work (e.g., novel or repetitive), number of hours per day or week spent doing the work, the flexibility of how the work fits into the daily and/or weekly routine of the worker, and direct and/or indirect financial rewards (e.g., amount of salary, medical insurance, pension, bonus payments, etc.). There are also the individual and idiosyncratic rewards of the job. The situational characteristics of work can include the organization’s work ethos and policies, the relationship dynamics between co-workers (e.g., the amount of collegiality between the workers and their line managers and/or fellow colleagues), social facilitation effects (i.e., working alone or working with others), the esthetics of the work environment (e.g., lighting, décor, colour in workspace), and the physical comfort and surroundings of workspaces (e.g., ‘heating, seating and eating’ facilities). The situational and cultural infrastructure of the workplace setting may therefore contribute and facilitate excessive working that in some individuals may lead to a genuine addiction.
It would appear that the integration of the three sets of characteristics (individual, situational and structural) combine to produce a variety of reinforcers such as financial rewards, social rewards, physiological rewards, and psychological rewards. One or more of these has the potential to induce addictive behavior as the basis of all addictive behavior is habitual reward and reinforcement. It is very clear that many contemporary research paradigms are insular and inadequate in explaining addiction to work.
Workaholism is a multifaceted behavior that is strongly influenced by contextual and structural factors that cannot be encompassed by any single theoretical perspective. These factors include variations in behavioral work involvement and motivation across different demographic groups, structural characteristics of work activities, and the developmental or temporal nature of addictive work behavior. Therefore, research into, and clinical interventions for workaholism, are best served by a biopsychosocial approach. More specifically, addictions (including workaholism) do not occur in a vacuum and successful interventions for workaholics have to take into account not just biological and/or genetic predispostions, psychological constitution (including attitudes, expectations and personality factors), and psychosocial factors, but also the social environment of where the work takes place, and the inherent structurally rewarding properties of work itself.
The Bergen Work Addiction Scale (BWAS)
The BWAS uses just seven basic criteria to identify work addiction, where all items are scored on the following scale: (1)=Never, (2)=Rarely, (3)=Sometimes, (4)=Often, and (5)=Always. The seven items are:
– You think of how you can free up more time to work
– You spend much more time working than initially intended
– You work in order to reduce feelings of guilt, anxiety, helplessness and depression
– You have been told by others to cut down on work without listening to them
– You become stressed if you are prohibited from working
– You deprioritise hobbies, leisure activities, and exercise because of your work
– You work so much that it has negatively influenced your health
If you respond ‘often’ or ‘always’ on at least four of the seven items it may be indicative of being a workaholic. Although there are other ‘workaholism’ scales that have been developed, this is the first scale to use core concepts of addiction found in other more traditional addictions.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Andreassen, C.S., Griffiths, M.D., Hetland, J. & Pallesen, S. (2012). Development of a Work Addiction Scale. Scandinavian Journal of Psychology, 53, 265-272.
Griffiths, M.D. (2005). Workaholism is still a useful construct. Addiction Research and Theory, 13, 97-100.
Griffiths, M.D. (2011). Workaholism: A 21st century addiction. The Psychologist: Bulletin of the British Psychological Society, 24, 740-744.
Matuska, K.M. (2010). Workaholism, life balance, and well-being: A comparative analysis. Journal of Occupational Science, 17, 104-111.
Schaufeli, W.B., Taris, T.W., & Bakker, A.B. (2006). Doctor Jekyll or Mr Hyde? On the differences between work engagement and workaholism. In R. Burke (Ed.), Workaholism and long working hours (pp. 193-217). Cheltenham: Edward Elgar.
Sussman, S., Lisha, N. & Griffiths, M.D. (2011). Prevalence of the addictions: A problem of the majority or the minority? Evaluation and the Health Professions, 34, 3-56.
van Beek, I., T.W., Taris, & Schaufeli, W.B. (2011). Workaholic and work engaged employees: Dead ringers or worlds apart? Journal of Occupational Health Psychology, 16, 468-482.
Coming a part of the themes: The psychology of familiarity in gambling
Have you seen slot machines featuring Spiderman? Or the ones based on the Monopoly board game? Or the slots that have pictures of Lara Croft from the Tomb Raider video game? Most gaming operators will appreciate that all of these images have a strong brand presence, and that it is one of the main reasons for themed games. However, a more basic marketing tactic is being used here – the psychology of familiarity. This is used throughout the gaming industry but is most common on slot machines, online games, and scratchcards. For instance, Camelot’s scratchcards in the UK have featured film tie-ins (e.g., James Bond, Pirates of the Caribbean, Star Wars), and popular games (e.g., Connect Four).
But this wasn’t always the case. Back in the late 1980s I did some research on the names that gaming designers and operators gave their slot machines. One of the more interesting findings I reported in one of my academic papers was that over 50% of all machine names that I came across in amusement arcades had some reference to money on them (such as ‘Cashpoint’, ‘Cashline’, ‘Action Bank’, Piggy Bank’, ‘Money Belt’ etc.). Psychologically, all of these machine names gave the impression that this was where a player could get money from – not where they would lose it! Other categories of machine names included those with some reference to skill on them (‘Fruitskill’, ‘Skillchance’) suggesting that machine playing was a skillful activity and that gamblers could perhaps beat the machine. Other machines had what I called “acoustically attractive” names (Nifty Fifty, Naughty But Nice) or puns (Reel Fun, Reel Money). Since making these observations, I have always been interested in the subtle techniques that the gaming industry uses in getting the punter to play on their products. The psychology of gambling – or rather the psychology of gambling marketing – has come a long way in the last decade.
As I’ve already said, one of the techniques that the gaming industry uses (whether they realise it or not) is the psychology of familiarity. Gaming operators and marketers have realised that one weapon in their marketing armory is to design products which appear familiar before a player has ever even played on them – something that can partly be achieved through the name or theme of the slot machine. The examples I gave above showed that the names of slot machines appear to be important in impression formation. It is highly unlikely that the names of slot machines have any influence on gambling behaviour per se. However, when tied in with recent research on the psychology of familiarity, the names of machines do seem to be critically important – particularly in terms of gambling acquisition (that is, getting people to gamble in the first place).
Nowadays, slot machines are often named after a famous person (the Elvis Presley machines appear very popular in one of my local casinos), place, event, video game, board game, television show or film. Not only is this something that is familiar to the gambler but may also be something that the potential gamblers might like or affiliate themselves with (such as James Bond). This is different from a simple naming effect in that the machine’s theme may encompass the whole play of the machine, including its features, the sound effects (e.g., the theme tune to popular television programmes like Coronation Street or Eastenders), and light/colour effects. By using well-known and common themes, gamblers may be more likely to spend time and money playing them.
Some of the most popular UK slot machines are those that feature The Simpsons. There are many possible reasons why a gambler might be more likely to play on a Simpsons’ machine. The Simpsons have mass appeal and popularity across all ages and across gender. The machines are celebrity-endorsed and players may place trust in a ‘quality’ brand like The Simpsons. Gamblers may also hope that knowledge of the characters will help in the playing of the game. On a basic level, it might simply be that the game play of The Simpsons is more exciting, and that the sound effects and features are novel, cute and/or more humorous than other machines. There are many cases similar to this one where it could be speculated that the slot machine becomes so much more inducing because it represents something that is familiar and/or special to the gambler.
Familiarity is a very important psychological aspect of why themed slot machines have been more prominent over the last decade. Familiar themes have the capacity to induce a ‘psycho-structural interaction’ between the gambler and the gambling activity. This is where the gambler’s own psychology interacts with the machine’s structural characteristics and produces different consequences for each person depending upon what the feature means to them personally. If the themes are increasingly familiar, a gambler might be more likely to persevere with the complexities of a machine. Gamblers may find it more enjoyable because they can easily interact with recognizable images they experience. Therefore, the use of familiar themes may have a very persuasive effect, leading to an increase in the number of people using them, and the money they spend. Whilst there are many other aspects that influence an individual’s decision to gamble, the possible persuasive nature of the themes should not be underestimated.
As you may have already gathered, there is a strong overlap between the psychology of familiarity, branding, and the psychology of persuasion. In very simple terms, a gambler must be exposed to the product and be aware of its presence before they can even make the decision to gamble. This is relatively easy to achieve given the ubiquity of slot machines and the fact that current machines will use any number of techniques to grab a potential player’s attention. These include television or film theme tunes, bright flashing lights, and/or pictures or voices of celebrities. Once a gambler’s attention has been gained, the product must be likeable and familiar enough for them to think about gambling and wanting to interact with the machine further. Immediately familiar images and sounds are likely to lead to a much quicker decision to gamble. All which goes to show – the gaming industry knows what it is doing!
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (1993). Fruit machine gambling: The importance of structural characteristics. Journal of Gambling Studies, 9, 101-120.
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. & Dunbar, D. (1997). The role of familiarity in fruit machine gambling. Society for the Study of Gambling Newsletter, 29, 15-20.
Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292).New York: Prometheus Books.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90-106.
Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.
Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling. In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies (pp.211-243). New York: Elsevier.
Wood, R.T.A., Griffiths, M.D., Chappell, D. & Davies, M.N.O. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology and Behavior, 7, 1-10.
Looming large: A brief look at toy crazes and addiction
A few days ago my friend and colleague Dr. Andrew Dunn asked me “Have you written anything about loom band addiction? It’s a hot trend right now and it’s not just for the kids”. If you are not a parent of a tweenager, some of you reading this may have no idea of what a ‘loom band’ even is. Basically, it is a bracelet made from coloured rubber bands using a toy loom (such as the Rainbow Loom or the Cra-Z-Loom Ultimate Bracelet Maker).
Although I have never written on the topic, it just so happened that the day before he asked me the question, one of my regular blog readers sent me an article from the online BBC News Magazine examining the ‘loom band craze’ that is apparently sweeping the UK. Earlier in the year, I also got sent an article by Mark O’Sullivan in The Guardian newspaper on the same topic (“Loom bands: tweens are obsessed with it, and it’s a welcome sight’). Just so we are all clear, the definition of a ‘craze’ as defined by the Oxford Dictionary is “an enthusiasm for a particular activity or object which appears suddenly and achieves widespread but short-lived popularity”.
The BBC article – written by Justin Parkinson – began by noting that in this age of the screenager, it’s “curious to find that rubber bands are a big thing”. One of the reasons they have been in the British press is that some schools have banned them (because some children have been using them as weapons rather than as decorative wrist wear. There are also news reports of schools in New York banning them because they were alleged to be the cause of playground fights. Other countries (e.g., the Philippines) have complained that the bands are dangerous to pets as they eat the discarded bands and end up being lodged in animal intestines. Parkinson reported that:
“The Rainbow Loom…has sold more than three million units worldwide. The sheer scale of the craze can be seen in the stats for Amazon UK. All 30 of the best-selling toys are either looms or loom-related. The products top the sales list for every age group except the under-twos…Children use the looms, or their own fingers, to weave coloured bands into items such as bracelets, necklaces and charms. They use dozens of different designs, recommended on YouTube and by word of mouth, including the ‘fishtail’, the ‘dragon scale’ and the ‘inverted hexafish’. In an age when the toy market is dominated by more complicated toys and expensive computer games, backed by marketing campaigns, how did they become so popular?”
It wasn’t so long ago that a similar rubber band craze (i.e., Silly Bandz) swept across a number of countries. Silly Bandz are silicone rubber bands that are shaped into everyday objects, letters, numbers, musical instruments, and animals. However, Silly Bandz were to be collected rather than to be created. In relation to loom bands, the US writer Hallie Sawyer alluded to an addictive quality by describing loom bands as “Silly Bandz on crack [that will] someday clog up every landfill in America”. All I can remember as a kid was using rubber bands to make cheap catapults. For his BBC article, Parkinson interviewed Esther Lutman [assistant curator at the Museum of Childhood] about why loom bands were so popular:
“It’s part of the charm of these crazes that the kids find something they can do at school until they are banned. They keep pushing new stuff, particularly in the summer, when they spend more time in the playground together…I would bracket loom bands] with marbles in the Victorian era, yo-yos in the 1930s and hula-hoops in the 1950s. They are quite cheap, which helps explain their spread around playgrounds. They are at their absolute peak now. Who knows what will be next?”
Although we have no idea what will be next, there will be something else that comes along and captures the time and imaginations of children. Loom bands are clearly the latest in a long line of toy crazes. In my own lifetime I have personally witnessed (as both a teenager and parent) Rubik’s Cube (1980), Cabbage Patch Kids (1983), Slap Bracelets [also known as ‘snap bands’ and described as “Venetian blinds with attitude” by the New York Times) (1990), Tamagotchis (1996), Furbies (1998), Beanie Babies (1995), POGs (1995), and Bratz Dolls (2001).
I am no stranger to writing about crazes (and particularly ‘toy crazes’) and over the last 20 years whenever any new craze comes to the fore I am invariably asked by the media to what extent any of them are addictive and/or problematic. Arguably the most noteworthy (and in hindsight the most embarrassing for me personally) was the rise of the Tamagotchis and Furbies in the mid- to late-1990s. I was quoted in many national newspapers at the time as I had begun to do a bit of research into the psychological effects on children of virtual pets (and even published papers and articles on them – see ‘Further reading below’). For instance, the snippet below appeared in many newspapers:
“Dr. Mark Griffiths of Nottingham Trent University has researched what he calls ‘electronic friendship’, and is an authority on technological addictions. His latest subject is the Tamagotchi phenomenon. ‘Children make a massive psychological investment in these things. There have been reports of children going through a bereavement process when their Tamagotchi dies. That has its good points. The whole thing about simulations, whether it’s a pet or an aeroplane, is they help you in real life. I personally feel, the earlier people learn to cope with bereavement the better it is later in life’. He adds: ‘People do actually have attachments with their computer games and favourite fruit machine games. With virtual pets, I can understand it totally. People like to be needed’”.
Every Christmas for the last few years, UK television’s Channel 4 has repeatedly shown the programme 100 Greatest Toys with Jonathan Ross. The Tamagotchi was voted in at No.54 and I am featured in the show – being interviewed by Andrew Harvey on BBC 1’s Breakfast News – talking about the bereavement like reactions by children to the death of their Tamagotchi.
The good news with all of the crazes that I have ever been asked about is that none of them features a documented case of any child being genuinely addicted to any of the toys that I have been asked to comment on. While some of the children may have engaged excessively in the playing of the toys, there was never any evidence of the children experiencing detrimental effects as a result of being addicted.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Cruz, G. (2010). From Tickle Me Elmo to Squinkies: Top 10 toy crazes. Time, December 23. Located at: http://content.time.com/time/specials/packages/article/0,28804,1947621_1947626_1993018,00.html
Conradt, S. (2010). The quick 10: 10 Toy crazes. Mental Floss, December 18. Located at: http://mentalfloss.com/article/23547/quick-10-10-toy-crazes
Griffiths, M.D. (1997). Are virtual pets more demanding than the real thing? Education and Health, 15, 37-38.
Griffiths, M.D. (1998). The side effects of Furby fever. Nottingham Evening Post, December 18, p.15.
Griffiths, M.D. & Gray, F. (1998). The rise of the Tamagotchi: An issue for educational psychology? BPS Division of Educational and Child Psychology Newsletter, 82, 37-40.
Parkinson, J. (2014). A craze for ‘loom bands’. BBC News Magazine, June 25. Located at: http://www.bbc.co.uk/news/magazine-27974401
O’Sullivan, M. (2014). Loom bands: tweens are obsessed with it, and it’s a welcome sight. The Guardian, April 21. Located at: http://www.theguardian.com/commentisfree/2014/apr/21/loom-bands-tweens-are-obsessed-with-it-and-its-a-welcome-sight
