Category Archives: Technology

Trends reunited: How has gambling changed? (Part 1)

I was recently asked by the editor of the Society for the Study of Gambling Newsletter to write an article for the 50th anniversary issue. I used the opportunity to look back at what I believe to be the most major changes that I have witnessed in the gambling field since I started my research career in 1987. Obviously I was biased in my choice. Today’s blog looks at five things that I predicted would happen: (i) gambling coming out of gambling environments, (ii) the increased use of technology in gambling activities, (iii) gambling becoming a more asocial activity, (iv) the rise of remote gambling, (v) the changing nature of family entertainment, and (vi) increase in gambling and gaming convergence. Part 2 of this blog will looks at changes that I didn’t see coming at all!

Gambling coming out of gambling environments: I remember vividly when the UK National Lottery was introduced in November 1994. One of the hidden impacts since the introduction of the National Lottery was that this was a widespread act of gambling that had been taken out of the gambling environment on a national scale. Pre-National Lottery, legal gambling mainly took place in betting shops, casinos, amusement arcades, and bingo halls. Admittedly, there were exceptions including the football pools and fruit machines on single site premises. However, gambling can now be done in a wide variety of retail outlets. It is also clear that the newer forms of gambling (such as Internet gambling) are activities that are done almost exclusively from non-gambling environments – usually the home or the workplace.

The increased use of technology in gambling activities: Technology has always played a role in the development of gambling practices. I have argued in many of my papers that gaming is driven by technological advance and these new technologies may provide many people with their first exposure to the world of gambling. Furthermore, to some people they may be more enticing than previous non-technological incarnations. Technology is continuing to provide new market opportunities not only in the shape of Internet gambling but also in the shape of more technologically advanced slot machines and video lottery terminals, interactive television gambling, mobile phone gambling and gambling via social networking sites. In addition, other established gambling forms are becoming more technologically driven (e.g. bingo, keno).

Gambling becoming a more asocial activity: I have argued that one of the consequences of increased use of technology has been to reduce the fundamentally social nature of gambling to an activity that is essentially asocial (e.g. slot machine gambling, video poker, internet gambling, etc.). My research has shown that there are many different types of player based on their primary motivation for playing (e.g. to escape, to beat the machine, for social rewards, for excitement etc.). Those who experience problems are more likely to be those playing on their own (e.g. those playing to escape). An old 1988 study by the UK Home Officealso made the point that those people who played in groups often exerted social influence on problem gamblers in an effort to reduce the problems faced. Retrospectively, most problem gamblers report that at the height of their problem gambling, it is a solitary activity. Gambling in a social setting could potentially provide some kind of ‘safety net’ for over-spenders, i.e., a form of gambling where the primary orientation of gambling is for social reasons with the possibility of some fun and chance to win some money (e.g. bingo). However, I have speculated that those individuals whose prime motivation is to constantly play just to win money would possibly experience more problems. The shift from social to asocial forms of gambling shows no sign of abating. It could therefore be speculated that as gambling becomes more technological, gambling problems may increase due to its asocial nature.

Widespread deregulation and increased opportunities to gamble: Gambling deregulation is now firmly entrenched within Government policy not only in the UK but worldwide. The present situation of stimulating gambling in the UK appears to mirror the previous initiations of other socially condoned but potentially addictive behaviours like drinking (alcohol) and smoking (nicotine). As gambling laws become more relaxed and gambling becomes another product that can be more readily advertised (i.e. “stimulated”) it will lead to a natural increase in uptake of those services. This could lead to more people who experience gambling problems (although this may not be directly proportional) because of the proliferation of gaming establishments and relaxation of legislation. What has been clearly demonstrated from research evidence in other countries is that where accessibility of gambling is increased there is an increase not only in the number of regular gamblers but also an increase in the number of problem gamblers.

The rise of remote gambling:In my early 1990s writings on Internet gambling, my colleagues and I predicted Internet gambling would take off for several reasons. At a very basic level, we argued that gambling in these situations was easy to access as it comes into the home via computer and/or television. I also made the point that Internet gambling had the potential to offer visually exciting effects similar to a variety of electronic machines. Furthermore, virtual environments have the potential to provide short-term comfort, excitement and/or distraction for its users. However, I also argued that there were a number of other more important factors that make online activities like Internet gambling potentially attractive, seductive and/or addictive. Such factors include anonymity, convenience, escape, dissociation / immersion, accessibility, event frequency, interactivity, disinhibition, simulation, and asociability. There are many other specific developments that look likely to facilitate uptake of remote gambling services including (i) sophisticated gaming software, (ii) integrated e-cash systems (including multi-currency), (iii) multi-lingual sites, (iv) increased realism (e.g., “real” gambling via webcams, player and dealer avatars), (v) live remote wagering (for both gambling alone and gambling with others), (vi) improving customer care systems, and (vii) inter-gambler competition.

The changing nature of family entertainment:Back in 2000 I made some speculations about the increase in and development of home entertainment systems and how they would change the pattern of families’ leisure activities. I claimed the increase in and development of home entertainment systems would change the pattern of many families’ leisure activities. I said that the need to seek entertainment leisure outside the home would be greatly reduced as digital television and home cinema systems offer a multitude of interactive entertainment services and information. I claimed many families would adopt a leisure pattern known as “cocooning” where the family or individual concentrates their leisure time around in-house entertainment systems. Rather than going out, the entertainment comes to them direct via digital television and Internet services. Part of this entertainment for many families is online gambling and gaming (particularly, more recently, via social networking). Young people’s use of technology (the so called ‘screenagers’ and ‘digital natives’) has increased greatly over the last two decades and a significant proportion of daily time is spent in front of various screen interfaces most notably videogames, mobile phones (e.g., SMS) and the internet (e.g., social networking sites like Bebo, Facebook). These ‘digital natives’ have never known a world without the internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and very trusting of these new technologies. I have argued that for many of these young people, their first gambling experiences may come not in a traditional offline environment but via the internet, mobile phone or interactive television.

Increase in gambling and gaming convergence: One very salient trend is that technology hardware is becoming increasingly convergent (e.g., cell phones with internet access) and there is increasing multi-media integration. As a consequence, people of all ages are spending more time interacting with technology in the form of Internet, videogames, interactive television, mobile phones, MP3 players, etc. In addition to convergent hardware, there is also convergent content. This includes some forms of gambling including video game elements, video games including gambling elements, online penny auctions that have gambling elements, and television programming with gambling-like elements. Recently, there has been debate as to whether some types of online games should be regarded as a form of gambling, in particular those games in which the player can win or lose points that can be transferred into real life currency. Part 2 to follow!

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

Further reading

Fisher, S. & Griffiths, M.D. (1995). Current trends in slot machine gambling: Research and policy issues. Journal of Gambling Studies, 11, 239-247.

Griffiths, M.D. (1989). Gambling in children and adolescents. Journal of Gambling Behavior, 5, 66-83.

Griffiths, M.D. (1991). The observational study of adolescent gambling in UK amusement arcades. Journal of Community and Applied Social Psychology, 1, 309-320.

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

Griffiths, M.D. (1996). Gambling on the internet: A brief note. Journal of Gambling Studies, 12, 471-474.

Griffiths, M.D. (1997). The National Lottery and scratchcards: A psychological perspective. The Psychologist: Bulletin of the British Psychological Society, 10, 23-26.

Griffiths, M.D. (1999). Gambling technologies: Prospects for problem gambling. Journal of Gambling Studies, 15, 265-283.

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

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

Griffiths, M.D. (2006). Impact of gambling technologies in a multi-media world. Casino and Gaming International, 2(2), 15-18.

Griffiths, M.D. (2007). Interactive television quizzes as gambling: A cause for concern? Journal of Gambling Issues, 20, 269-276.

Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.

Griffiths, M.D. (2013). Social gambling via Facebook: Further observations and concerns. Gaming Law Review and Economics, 17, 104-106.

Griffiths, M.D. & Auer, M. (2013). The irrelevancy of game-type in the acquisition, development and maintenance of problem gambling. Frontiers in Psychology, 3, 621. doi: 10.3389/fpsyg.2012.00621.

Griffiths, M.D. & Cooper, G. (2003). Online therapy: Implications for problem gamblers and clinicians. British Journal of Guidance and Counselling, 13, 113-135.

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

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

Griffiths, M.D. & Wood, R.T.A. (2000). Risk factors in adolescence: The case of gambling, video-game playing and the internet. Journal of Gambling Studies, 16, 199-225

Griffiths, M.D. & Wood, R.T.A. (2001). The psychology of lottery gambling. International Gambling Studies, 1, 27-44.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.

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.

Net losses: Internet abuse and addiction in the workplace

The following article is a much extended version of an article that was originally published by The Conversation under the title ‘Tweets and cybersex: Workplace web use is a minefield’

A number of market research reports have indicated that many office employees in the UK spend at least one hour of their day at work on various non-work activities (e.g., booking holidays, shopping online, posting messages on social networking sites, playing online games, etc.) and costs businesses millions of pounds a year. These findings highlight that internet abuse is a serious cause for concern – particularly to employers. Furthermore, the long-term effects of internet abuse may have more far-reaching effects for the company that internet abusers work for than the individuals themselves. Abuse also suggests that there may not necessarily be any negative effects for the user other than a decrease in work productivity.

Back in the early 2000s (and using some of Kimberley Young’s work on types of internet addiction) I developed a typology of internet abusers. This included cybersexual Internet abuse, online friendship/relationship abuse, internet activity abuse, online information abuse, criminal internet abuse, and miscellaneous Internet abuse:

  • Cybersexual Internet abuse: This involves the abuse of adult websites for cybersex and cyberporn during work hours. Such behaviours include the reading of online pornographic magazines, the watching of pornographic videos and/or webcams, or the participating in online sexual discussion groups, forums or instant chat facilities
  • Online friendship/relationship abuse: This involves the conducting of an online friendship and/or relationship during work hours. Such a category could also include the use of e-mailing friends, posting messages to friends on social networking sites (e.g., on Facebook, Twitter, etc.), and/or engaging in discussion groups, as well as maintenance of online emotional relationships. Such people may also abuse the Internet by using it to explore gender and identity roles by swapping gender or creating other personas and forming online relationships or engaging in cybersex.
  • Internet activity abuse: This involves the use of the internet during work hours in which other non-work related activities are done (e.g., online gambling, online shopping, online travel booking, online video gaming in massively multiplier games, online day-trading, online casual gaming via social network sites, etc.). This appears to be one of the most common forms of Internet abuse in the workplace.
  • Online information abuse: This involves the abuse of internet search engines and databases (e.g., Googling online for hours, constantly checking Twitter account, etc.). Typically, this involves individuals who search for work-related information on databases etc. but who end up wasting hours of time with little relevant information gathered. This may be deliberate work-avoidance but may also be accidental and/or non-intentional. It may also involve people who seek out general educational information, information for self-help/diagnosis (including online therapy) and/or scientific research for non-work purposes.
  • Criminal Internet abuse: This involves the seeking out individuals who then become victims of sexually-related Internet crime (e.g., online sexual harassment, online trolling, cyberstalking, paedophilic “grooming” of children). The fact that these types of abuse involve criminal acts may have severe implications for employers.
  • Miscellaneous Internet abuse: This involves any activity not found in the above categories such as the digital manipulation of images on the Internet for entertainment and/or masturbatory purposes (e.g., creating celebrity fake photographs where heads of famous people are superimposed onto someone else’s naked body).

There are many factors that make Internet abuse in the workplace seductive. It is clear from research in the area of computer-mediated communication that virtual environments have the potential to provide short-term comfort, excitement, and/or distraction. These provide compelling reasons as to why employees may engage in non-work related internet use. There are also other reasons (opportunity, access, affordability, anonymity, convenience, escape, disinhibition, social acceptance, and longer working hours):

  • Opportunity and access: Obvious pre-cursors to potential Internet abuse includes both opportunity and access to the Internet. Clearly, the internet is now commonplace and widespread, and is almost integral to almost all office workplace environments. Given that prevalence of undesirable behaviours is strongly correlated with increased access to the activity, it is not surprising that the development of internet abuse appears to be increasing across the population. Research into other socially acceptable but potentially problematic behaviours (drinking alcohol, gambling etc.) has demonstrated that increased accessibility leads to increased uptake (i.e., regular use) and that this eventually leads to an increase in problems – although the increase may not be proportional.
  • Affordability: Given the wide accessibility of the internet, it is now becoming cheaper and cheaper to use the online services on offer. Furthermore, for almost all employees, Internet access is totally free of charge and the only costs will be time and the financial costs of some particular activities (e.g., online sexual services, online gambling etc.).
  • Anonymity: The anonymity of the Internet allows users to privately engage in their behaviours of choice in the belief that the fear of being caught by their employer is minimal. This anonymity may also provide the user with a greater sense of perceived control over the content, tone, and nature of their online experiences. The anonymity of the Internet often facilitates more honest and open communication with other users and can be an important factor in the development of online relationships that may begin in the workplace. Anonymity may also increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions.
  • Convenience: Interactive online applications such as e-mail, social media, chat rooms, online forums, or role-playing games provide convenient mediums to meet others without having to leave one’s work desk. Online abuse will usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours.
  • Escape: For some, the primary reinforcement of particular kinds of internet abuse (e.g., to engage in an online affair and/or cybersex) is the sexual gratification they experience online. In the case of behaviours like cybersex and online gambling, the experiences online may be reinforced through a subjectively and/or objectively experienced ‘high’. The pursuit of mood-modifying experiences is characteristic of addictions. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. Abusive and/or excessive involvement in this escapist activity may lead to problems (e.g., online addictions). Online behaviour can provide a potent escape from the stresses and strains of real life. These activities fall on the continuum from life enhancing to pathological and addictive.
  • Disinhibition: Disinhibition is clearly one of the internet’s key appeals as there is little doubt that the Internet makes people less inhibited. Online users appear to open up more quickly online and reveal themselves emotionally much faster than in the offline world. What might take months or years in an offline relationship may only takes days or weeks online. As a number of researchers have pointed out, the perception of trust, intimacy and acceptance has the potential to encourage online users to use these relationships as a primary source of companionship and comfort.
  • Social acceptability:The social acceptability of online interaction is another factor to consider in this context. What is really interesting is how the perception of online activity has changed over the last 15 years (e.g., the ‘nerdish’ image of the Internet is almost obsolete). It may also be a sign of increased acceptance as young children and adolescents are exposed to technology earlier and so become used to socializing using computers as tools. For instance, laying the foundations for an online relationship in this way has become far more socially acceptable and will continue to be so. Most of these people are not societal misfits as is often claimed – they are simply using the technology as another tool in their social armory.
  • Longer working hours: All over the world, people are working longer hours and it is perhaps unsurprising that many of life’s activities can be performed from the workplace Internet. Take, for example, the case of a single individual looking for a relationship. For these people, the Internet at work may be ideal. Dating via the desktop may be a sensible option for workaholic professionals. It is effectively a whole new electronic “singles bar” which because of its text-based nature breaks down physical prejudices. For others, internet interaction takes away the social isolation that we can all sometimes feel. There are no boundaries of geography, class or nationality. It opens up a whole new sphere of relationship-forming.

Being able to spot someone who is an Internet abuser can be very difficult. However, there are some practical steps that employers can be taken to help minimize the potential problem.

  • Take the issue of internet abuse seriously. Internet abuse and addiction in all their varieties are only just being considered as potentially serious occupational issues. Managers, in conjunction with Personnel Departments need to ensure they are aware of the issues involved and the potential risks it can bring to both their employees and the whole organization. They also need to be aware that for employees who deal with finances, some forms of Internet abuse (e.g., Internet gambling), the consequences for the company can be very great.
  • Raise awareness of internet abuse issues at work. This can be done through e-mail circulation, leaflets, and posters on general notice boards. Some countries will have national and/or local agencies (e.g., technology councils, health and safety organizations etc.) that can supply useful educational literature (including posters). Telephone numbers for these organizations can usually be found in most telephone directories.
  • Ask employees to be vigilant. Internet abuse at work can have serious repercussions not only for the individual but also for those employees who befriend Internet abusers, and the organization itself. Fellow staff members need to know the basic signs and symptoms of Internet abuse. Employee behaviours such as continual use the Internet for non-work purposes might be indicative of an Internet abuse problem.
  • Monitor internet use of staff that may be having problems. Those staff members with an internet-related problem are likely to spend great amounts of time engaged in non-work activities on the Internet. Should an employer suspect such a person, they should get the company’s I.T. specialists to look at their Internet surfing history as the computer’s hard disc will have information about everything they have ever accessed.
  • 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 simplest checks is to simply look at an employee’s list of “bookmarked” websites. If they are spending a lot of employment time engaged in non-work activities, many bookmarks will be completely non-work related (e.g., online dating agencies, gambling sites).
  • Develop an “Internet Abuse At Work” policy. Many organizations have policies for behaviours such as smoking or drinking alcohol. Employers should develop their own internet abuse policies via liaison between Personnel Services and local technology councils and/or health and safety executives.
  • Give support to identified problem users. Most large organizations have counselling services and other forms of support for employees who find themselves in difficulties. In some (but not all) situations, problems associated with internet use need to be treated sympathetically (and like other more bona fide problems such as alcoholism). Employee support services must also be educated about the potential problems of internet abuse in the workplace.

Internet abuse can clearly be a hidden activity and the growing availability of internet facilities in the workplace is making it easier for abuse to occur in lots of different forms. Thankfully, it would appear that for most people internet abuse is not a serious individual problem although for large companies, small levels of internet abuse multiplied across the workforce raises serious issues about work productivity. For those whose internet abuse starts to become more of a problem, it can affect many levels including the individual, their work colleagues, and the organization itself.

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. Furthermore, employers need to let employees know exactly which behaviours on the Internet are reasonable (e.g., the occasional e-mail to a friend) and those that are unacceptable (e.g., online gaming, cybersex etc.). Internet abuse has the potential to be a social issue, a health issue and an occupational issue and needs to be taken seriously by all those employers who utilize the Internet in their day-to-day business.

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

Further reading

Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.

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. (2003). Internet abuse in the workplace – Issues and concerns for employers and employment counselors. Journal of Employment Counseling, 40, 87-96.

Griffiths, M.D. (2004). Internet abuse and addiction in the workplace – Issues and concerns for employers. In M. Anandarajan (Eds.). Personal Web Usage in the Workplace: A Guide to Effective Human Resource Management (pp. 230-245).Hershey, Pennsylvania: Idea Publishing.

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.

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

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

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

Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), (pp.141-163). New York: Academic Press.

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

The prize and lows: What is the effect of winning large jackpots on human behaviour?

Over the last two decades I have written a lot of research papers about the structural characteristics of gambling and their effect on subsequent human behaviour. One of the most basic structural characteristics that may determine whether someone gambles on a particular type of game in the first place is the size of the jackpot that a game has to offer. Most of the research in this area has been carried out on lottery gambling as this form of gambling tends to have the largest jackpots. However, there is no reason to assume that these general findings should not be any different in other types of gambling such as winning a million dollars on a slot machine.

As I have noted in some of my previous blogs, structural characteristics in gambling are typically those features of a game that are responsible for reinforcement, may satisfy gamblers’ needs and may (for some ‘vulnerable’ players) facilitate excessive gambling. Such features include the event frequency of the game, jackpot size, stake size, the probability of winning, and the use of ‘near misses’ and other ‘illusion of control’ elements. By identifying particular structural characteristics it is possible for researchers (and the gaming industry) to see how needs are identified, to see how information about gambling is perceived, and to see how thoughts about gambling are influenced.

Showing the existence of such relationships has great practical importance as potentially ‘risky’ forms of gambling can be identified. Furthermore, by identifying particular structural characteristics it may be possible to understand more about gambling motivations and behaviour, which can have useful clinical, academic and commercial implications. It has been widely accepted that structural characteristics have a role in the acquisition, development, and maintenance of gambling behaviour. However, it would appear that the role of structural characteristics has become even more significant within the past decade and has led to increased empirical research on structural gaming features.

One of the main reasons that people gamble is that it provides the chance of winning money. But does winning large amounts of money actually make people happy? People often dream about winning large life changing amounts of money on games like a national lottery. The winners hopefully look forward to a long life of everlasting happiness although studies have found that lottery winners are euphoric very briefly before they settle back to their normal level of happiness or unhappiness. This is because happiness is relative. There is a popular belief by some psychologists that in the long run, winning large amounts of money on gambling activities will not make someone happy. Researchers who study happiness say that everyone has a certain level of happiness that stays relatively constant but can be changed by particular events that make the person happy or sad.

Thankfully, this change only lasts for a short period of time. For instance, if someone is a generally happy person and a close relative dies, research shows that after a few months or so, the person will go back to the same happiness level that they were previously. However, this works the other way too. If a person is not very happy in their day-to-day life, they could win a large amount of money gambling and they would probably be happy for a couple months but then they would ‘level out’ and go back to life at their normal unhappiness level.

Back in 1978, research by Dr. Phillip Brickman and his colleagues in the Journal of Personality and Social Psychology compared a sample of 22 major lottery winners with 22 controls and also with a group of 29 paralysed accident victims. They found that major lottery winners were no happier than control groups. Another 1994 study by Dr. G. Eckblad and Dr. A. von der Lippe (in the Journal of Gambling Studies) investigated 261 Norwegian lottery winners who had won more than one million Norwegian Krone (approximately £100,000). There were few typical emotional reactions to winning apart from moderate happiness and relief. Their gambling was modest both before and after winning the lottery and their experiences with winning were almost all positive. The researchers reported that their quality of life was stable or had improved. They concluded that their results support earlier research by Dr. Roy Kaplan (also published in the Journal of Gambling Studies) who found that that lottery winners are not gamblers, but self-controlled realists.

One of the infamous questions in social science is whether money makes people happy. In 2001, Dr. Jonathan Gardner and Dr. Andrew Oswald carried out a longitudinal study on the psychologicalhealth and reported happiness of approximately 9,000 randomly chosen people. Their research reported that those whoreceived financial windfalls (i.e., by large gambling wins or receiving an inheritance) hadhigher mental wellbeing in the following year. In another longitudinal data study on a random sample of Britons who received medium-sized lottery wins of between £1000 and £120,000, the same authors compared lottery winners with two control groups (one with no gambling wins and the other with small gambling wins). They reported that big lottery winners went on to exhibit significantly better psychological health. Two years after a lottery win there was an improvement in mental wellbeing using the General Health Questionnaire. Other data (published in 2009) have also been analysed by Dr. Benedict Apouey and Dr. Andrew Clark who also found increased health benefits among lottery winners when compared to non-lottery winners. However, they also showed that lottery winners also drank and smoked more socially than non-lottery winners. Similar findings that lottery winners have better health indicators have also been reported by other researchers (such as Dr. Mikael Lindahl in a 2005 issue of the Journal of Human Resources).

On a more practical day-to-day level, most of the research on big winners has shown that their lives are much better as a result of their life changing wins but there are always a few winners who find other problems occur as a result of their instant wealth. They may give up their jobs and move to a more luxurious house in another area. This can lead to a loss of close friends from both the local neighbourhood and from their workplace. There can also be family tensions and arguments over the money and there is always the chance that winners will be bombarded with requests for money from every kind of cause or charity. There are also case reports in the literature of people become depressed after winning life-changing amounts of money (such as a 2002 study by Dr. S. Nissle and Dr. T. Bschor in the International Journal of Psychiatry in Clinical Practice), although these are presumably the exception as no researcher(s) would get case reports published showing people were happier after winning a large amount of money! However, despite potential problems, most of the psychological research (perhaps unsurprisingly) indicates that winners are glad they won.

Interestingly, one large study by Dr. Richard Arvey and his colleagues (published in a 2004 issue of the Journal of Psychology) of 1,163 lottery winners in the USA showed that the vast majority of lottery winners (63%) carried on working in the same job after their big win, with a further 11% carrying on working part-time in the same job after their big win. The mean average amount won by those who carried on working was 2.59 million US dollars. This appears to show that winning the lottery does not necessarily lead to a changing of lifestyle for the vast majority of winners although smaller scale studies have tended to show that the majority of lottery winners give up work following a big win of over $1 million US dollars.

There are also those groups of people who will view the acquisition of instant wealth as ‘undeserved’. Basically, when people win large amounts of money through gambling, other people around treat them differently even if the winners do not move neighbourhood or carry on in their job. This can lead to envy and resentment not just from people who know the winners but also from those in the locality of where the winners may move to. However, most gaming operators have an experienced team of people to help winners adjust to their new life and to minimize potential problems.

Research into the effects of high jackpots on human behaviour has been relatively sparse. The research that has been carried out suggests that huge jackpot winners do not suffer negatively as a result of winning. There is little research that indicates that high jackpot cause people to develop problems unless the large jackpot is combined with other structural features such as high event frequencies.

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

Further reading

Apouey, B. & Clark, A.E. (2009). Winning Big but Feeling no Better? TheEffect of Lottery Prizes on Physical andMental Health. Fondazione Eni Enrico Mattei Working Papers (Paper 357). Berkeley Electronic Press.

Arvey, R.D., Harpaz, I. & Liao, H. (2004). Work centrality and post-award work behavior of lottery winners. Journal of Psychology, 138, 404-420.

Brickman, P., Coates, D. & Janoff-Bulman, R. (1978). Lottery winners and accident victims: Is happiness relative? Journal of Personality and Social Psychology, 36, 917-927.

Eckblad, G.F. & von der Lippe, A.L. (1994). Norwegian lottery winners: Cautious realists. Journal of Gambling Studies, 10, 305-322.

Gardner, J. & Oswald, A.J. (2001). Does money buy happiness? A longitudinal study using data on windfalls. Warwick University Mimeograph.

Gardner, J. & Oswald, A.J. (2007). Money and mental well-being: A longitudinal study of medium-sized lottery wins. Journal of Health Economics, 26, 49-60.

Griffiths, M.D. (2009). The lottery of life after a jackpot win. Western Mail, November 11, p.16.

Griffiths, M.D. (2010). The effect of winning large jackpots on human behaviour. Casino and Gaming International, 6(4), 77-80.

Griffiths, M.D. & Wood, R.T.A. (2001). The psychology of lottery gambling. International Gambling Studies, 1, 27-44.

Imbens, G. W., Rubin, D. B., & Sacerdote, B. I. (2001). Estimating the effect of unearnedincome on labor earnings, savings, and consumption: Evidence from a survey of lotteryplayers. American Economic Review, 91,778-794.

Kaplan, H. R. (1985). Lottery winners and work commitment: A behavioral test of theAmerican work ethic. Journal of the Institute for Socioeconomic Studies, 10,82-94

Kaplan, H.R. (1987). Lottery winners: The myth and reality. Journal of Gambling Studies, 3, 168-178.

Lindahl, M. (2005). Estimating the effect of income on health and mortality using lottery prizes as an exogenous source of variation in income. Journal of Human Resources, 40, 144-168.

Nissle, S. & Bschor, T. (2002). Winning the jackpot and depression: Money cannot buy happiness. International Journal of Psychiatry in Clinical Practice, 6, 181-186.

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.

The ‘real feel’ deal and the psychology of online gambling experiences

Online gambling regulation is a hot topic and many online gaming operators are wondering what the effect of increased (and arguably stricter) legislative measures will have on the online gaming market. Based on the online gambling studies that our research unit has carried out, I would guess that overall it is good news for the industry as I believe this will lead to an increased uptake by those people who are somewhat sceptical or agnostic about online gambling. So why do I think this?

Despite the increase in online gambling research over the last ten years, there has been very little empirical research examining why people gamble online or – just as importantly – why they don’t gamble online. Because there is so little research in this area, Dr Abby McCormack and I published a study in the International Journal of Mental Health and Addiction with adult online and offline gamblers examining the motivating and inhibiting factors in online gambling.

Our findings on the inhibiting factors of online gambling identified one major overarching theme as to what people don’t like about gambling online. In a nutshell, gamblers said that the authenticity of gambling was reduced when gambling online. However, many online gaming operators have now introduced more ‘realistic’ live gaming experiences (e.g., via webcams) so this may diminish over time. However, we also identified other online gaming inhibitors (i.e., the asocial nature and characteristics of the internet, the reduced psychological value of gambling with virtual money, and concerns about the safety of online gambling websites and their trustworthiness). These factors all contributed to the reduced authenticity of the online gambling experience.

Issues around website security, safety and trust, were all major inhibitors that decreased the likelihood of punters gambling online. Predictably, we found that online gamblers were much more likely than the offline gamblers and non-gamblers to believe that the gambling websites were secure. However, there was a perception that some websites were considered more trustworthy than others, and consequently the gamblers generally played on well known sites (e.g., companies that were well established offline).

So what are the implications of these findings for stricter online gaming regulation? From a psychological perspective, research on how and why people access commercial websites indicates that one of the most important factors is trust. If people know and trust the name, they are more likely to use that service. Reliability of the service provider is also a related key factor. Stricter regulation is likely to increase consumer confidence if they feel more protected when they perceive the service to be unfair and/or goes wrong. It is likely to change sceptical gamblers’ perceptions about the reliability and trustworthiness of online gaming operators for the better (no pun intended!).

Even with increased protective legislation, research shows that some punters will always have concerns about Internet security and may never be happy about putting their personal details online. But this mistrust will diminish over the long-term as the ‘screenagers’ of today (the so-called ‘digital natives’) are the potential gamblers of tomorrow. Digital natives generally have more positive attitudes towards online commercial operations. Today’s children and younger adolescents have never known a world without the Internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and are very trusting of these new technologies. For many ‘screenagers’, their first gambling experiences may come not in a traditional offline environment but via the Internet, mobile phone or interactive television. Stricter regulation may not even be an issue for tomorrow’s gamblers as they are already accessing a myriad of online services and are highly trusting of such services.

Despite the lack of trust by some players, the online gaming industry shouldn’t be too worried about stricter regulation. The prevalence of online gambling is steadily increasing and there are lots of reasons why some punters prefer online to offline gambling. Our research findings indicate that those who prefer online (to offline) gambling like the increased convenience, the greater value for money, the greater variety of games, and the anonymity.

Furthermore, online gambling has many advantages for punters as it saves time because they don’t have to travel anywhere, they are not restricted by opening hours, and they can gamble from the comfort of their own home. The removal of unnecessary time consumption (e.g., travelling to a gambling venue) through online gambling is another barrier to gambling participation that had been removed. Increased regulation is highly unlikely to change any of these important motivating factors for gambling online.

Finally, compared to offline gamblers, our research also indicates that online gamblers are more likely to be male, young adults, single, have good qualifications, and in professional and managerial employment. Given this particular demographic profile, this group appears to be highly educated, and are likely to make well informed decisions to gamble online based on due consideration of the facts at hand. Again, stricter regulation is something that is likely to strengthen the decision to gamble rather than inhibit it.

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

Further reading

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2009). Socio-demographic correlates of internet gambling: findings from the 2007 British Gambling Prevalence Survey. CyberPsychology and Behavior, 12, 199-202.

Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2011). Internet gambling, health. Smoking and alcohol use: Findings from the 2007 British Gambling Prevalence Survey. International Journal of Mental Health and Addiction, 9, 1-11.

McCormack. A. & Griffiths, M.D. (2012). Motivating and inhibiting factors in online gambling behaviour: A grounded theory study. International Journal of Mental Health and Addiction, 10, 39-53.

McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, 10, 243-257.

McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.

McCormack, A., Shorter, G. & Griffiths, M.D. (2013). An examination of participation in online gambling activities and the relationship with problem gambling. Journal of Behavioral Addictions, 2(1), 31-41.

McCormack, A., Shorter, G. & Griffiths, M.D. (2013). Characteristics and predictors of problem gambling on the internet. International Journal of Mental Health and Addiction, 11, 634-657.

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

Parke, A. & Griffiths, M.D. (2011). Effects on gambling behaviour of developments in information technology: A grounded theoretical framework. International Journal of Cyber Behaviour, Psychology and Learning, 1(4), 36-48.

Parke, A. & Griffiths, M.D. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20, 250-260.

Wardle, H., Moody, A., Griffiths, M.D., Orford, J. & and Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British Gambling Prevalence Survey 2010. International Gambling Studies, 11, 339-356.

Too free (or not too free)? A brief look at casino ‘comping’

I’m a great believer in the cliché that there is no such thing as a free lunch. Except of course of you are in Las Vegas and take advantage of the vast array of bonuses and complimentary offers (more commonly known as ‘comps’) that are on offer. It doesn’t take a psychologist to tell you that the psychology behind ‘comping’ is to get the gambler to spend more money. Comping is a legitimate psychological marketing strategy used as an incentive to either get punters to gamble in the first place, or an incentive used to prolong gambling. Here in the UK, we are obviously not on the same level as Atlantic City or Las Vegas, but most gambling establishments offer an array of temptations to get you to gamble. These include cash prize draws, gift raffles, tokens or credit boosts (for instance, winning additional credit on selected slot machines instead of cash), and scratchcards (which can be redeemed inside the arcade or casino). These types of marketing ploy have two main effects. Firstly, they get people exposed to the gambling environment. Secondly, they get people exposed to gambling itself.

As I noted in a previous blog, the frequency of bonuses varies depending the gambling establishment but can occur hourly, daily, weekly, or seasonally. These are often used to entice the consumer in several retail environments, but what makes them especially psychologically appealing in a gambling environment are the obvious similarities to the characteristics of gambling events in general (such as risk, uncertainty, intermittent reinforcement, and non-monetary psychological rewards). Furthermore, the appeal is strengthened since gamblers feel they are getting something for nothing.

“Comps” can come in many guises. These include travel amenities such as free room, food, drink, shows, golf, limos, with which the casinos reward their “good players” – those that spend (i.e., lose!) a lot of money – and entice other potential gamblers onto their premises. The easiest comps to get are free parking and fun books (which often contain coupons for free drinks, snacks, and souvenirs). For these comps, you don’t even have to gamble. Punters simply have to walk into the casino to get them. The lowest level comp for gamblers is the ubiquitous free drink. It doesn’t matter if you’re putting a quarter in a slot machine or laying down a couple of grand at the poker table, casinos will serve complimentary drinks. However, just remember that drinking alcohol over prolonged periods will impair judgement and rationality. The outcome is usually more money spent by the gambler, which is what the casino wanted in the first place!

It should be no surprise that the value of comps increases with the value of bets. The standard equation used by casinos to determine comps is: size of average bet times number of hours played times the house advantage times the comp equivalency. In other words, say you play blackjack, making £10 bets for two hours. The casino multiplies 120 hands (60 an hour) by £10 and comes up with £1,200 worth of action. It then multiplies £1,200 by the 2% house advantage and comes up with £24. This is what the casino believes it will win from you on average in two hours of $10 blackjack. It then multiplies £24 by 40% (i.e., what it is willing to return in comps). This means the gambler is entitled to £9.60 in freebie amenities.

Comps returned to the big gamblers include high-roller suites, lavish gourmet dinners, unlimited room service, en-suite Jacuzzi, private lap pool, ringside seats at live shows or sporting events, private parties, limos, and Lear jets. Does this sound good to you? It’s yours. All you need to do is bet $25,000 a hand in Las Vegas eight hours a day over a long weekend, or have a $5 million credit line. More within your reach are the comps for $25-a-bet gamblers. This might include half-price hotel room, limited food and beverage, and line passes to the show. The $100-a-bet gamblers will usually get full room, food, and beverage, meaning their whole stay is free. Simple psychological economics – but it works.

To enter the comp game, you must “get rated” by the casino. The casino then records your time in, time out, average bet size, and other details. The data are entered into the computer and casino marketing determines what comps you’re entitled to. If you are a slots player, the casino will use smart cards to monitor and assess your gambling. By playing table games the gambler can exploit the system. In short, it’s possible to trick the casino into thinking that you’re a bigger gambler than you really are by utilizing what is known as “comp wizardry.” Casinos are especially vulnerable to comp system exploitation, because a player’s gambling must be observed by pit bosses. Simple tricks by the gambler include looking like a loser, slowing down the speed of play (such as playing one hand every minute and a half instead of every minute), and betting more when the pit bosses are watching and less when they aren’t. It’s the simplest psychology that can minimize your risk and maximize your reward in the comp game.

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

Further reading

Griffiths, M.D. (2005). The psychology of gambling: Complimentary nuts. Inside Edge: The Gambling Magazine, November (Issue 20), p. 66.

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. (2010). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.

Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

Totally wired: Techno-stress and how to beat it

Technology is essential to most people’s working lives. The potential for constant availability via smartphones, laptops and tablets has facilitated the speed of business life and has become a mixed blessing. For some, wireless links offer the luxury of slipping out of the office for a round of golf or across the globe for an extended holiday. Others feel overwhelmed and less creative when pressured by constant ‘connectedness’. The potential for technological overload has created a new type of anxiety that has been referred to as ‘techno-stress’. Techno-stress can arise from many different routes. These include:

  • Technophobia: Fear of change and working with new technology can be a stressor in itself.
  • Technological failure: As work becomes less centralized and more flexible, people have to become their own IT managers. Coping with the after-effects of technology going wrong (hardware or software) can be incredibly stressful (for instance, most of us know how stressful life suddenly becomes when we lose wi-fi access – even if it is for short periods). This can result in behaviour such as ‘tele-rage’.
  • Management surveillance: Management in some organizations install software that tracks employees’ movements both in and out of the office. It is possible to read staff e-mails and monitor time spent at the computer to ensure maximum productivity. The feeling of being constantly monitored can also be a potential stressor.
  • Information overload: Constant ringing telephones, mobile phone texts, and “You have mail” messages on the internet demand instant action. Coupled with junk e-mail and Internet searches that produce thousands of ‘hits’, people can get caught up in the culture of immediacy. As a result, people become overwhelmed with information and will tend to do and say things that do not produce desired results, and that increases their stress levels.
  • Social isolation: Although technology allows flexibility in working practices, it has the potential to make working more socially isolating. This, again, can be stressful.
  • Fear of redundancy: Some people work harder and longer hours because they fear losing their jobs. Coupled with this, there are companies who are making people redundant all as a result of new technologies being installed. This fear can be stress-inducing.

There are now many studies showing the negative impact that technological advance can have on psychological and physical wellbeing. Some psychologists claim that round-the-clock technology upsets the natural rhythms of both body and brain. Muscles in our bodies are there to be used yet we sit for hours and hours at our terminals using only arm and hand muscles. In addition, rising levels of obesity have been levelled at children (so-called ‘screenagers’) and the computer game culture (topics that I have covered in previous blogs)..

Technology enables people to work from anywhere. No one knows if you’re at the beach or in your office. While on vacation people can spend time on their laptops and chat with clients via their mobile phone. For some – if they were unable to keep in touch with work – they wouldn’t go away for so long in the first place. However, not everyone can handle the extreme accessibility, and constant interruptions from work can irritate those that they are with. The work-family line can become blurred in an undesirable way. Lives become even more work-centred than it already is and can become a workday that never ends.

I can certainly think of times when I would take calls around the clock, seven days a week. Such commitment can build successful businesses but can cost heavily at a personal level. It can compromise both social relationships and health. Partners may complain that there isn’t any time that is just theirs. They may feel that their workaholic partner is never entirely there with them. Man may happily trade the income they have to spend more time with their partner. Technology has the potential to create problems in people’s lives and with their health.

The number of people and amount of time spent working during vacations and after office hours keeps growing as technology encroaches into leisure time. Some time ago, psychologist, Professor Larry Rosen of California State University did a four-year study of business attitudes and technology use. The research indicated 75% of managers and executives worked at home, toiling at their computer for an hour or two each day during traditional ‘down time’. They communicated less with family. Furthermore, they became dysfunctional, made life difficult for the family, and became more detached from their friends. Such findings are not isolated. For instance, another survey reported 62% of Hong Kong business managers said that dealing with too much information had caused personal relationships to suffer, and 51% said it adversely affected their health. Results from a comparison of 11 different countries indicated 40% felt that information overload was taking a toll on relationships and 33% reported technology was causing a health decline.

Technology has changed family dynamics, because technology tends to be a solo (rather than group) activity. Instead of sitting around talking together, different members may be spending their time accessing different technologies (e-mails, videogames, etc.). Even in the same room, people can be in a ‘techno-cocoon’. The technology world is so inviting and fascinating, and it has holding power. In addition to everyone staying in their own little techno-world, youngsters, who have grown up surrounded by beeping, colorful gadgets, tend to be more techno-savvy than their parents. Parents must set boundaries and remain in control of the gadgets.

Technology encourages us take advantage of every moment. For instance, during air-travel, laptops, smartphones and tablets, allow people to transform traditional ‘dead time’ into work. Rather than spending a few minutes unwinding or pulling thoughts together, people convert time in a taxi or airport into productive minutes. But such capabilities foster what some might refer to as ‘multi-tasking madness’. No longer content to complete one thing at a time, people conduct business while driving, check stock quotes while waiting in line at the shopping checkout, and read e-mail as they talk on the phone. The brain allows us to keep many balls in the air, but trying to process so much at once becomes taxing for a mind attempting to resolve unfinished business. However, multi-taskers may have difficulty concentrating and soundly sleeping. They may become irritable, because biochemical and physiological systems remain in a state of hyper-arousal. At 2am in the morning, the brain may come up with a solution to something left hanging earlier in the day. Multi-tasking eventually catches up with everyone.

Unless we set clear limits, we are going to be continuously multitasking. Even the less connected feel the stress. Research shows an increase in the number of people who have embraced electronic gadgetry. But those wavering can’t escape the technological revolution. Stress tends to take on a variety of forms. They can be angry things are changing so rapidly. They can be frustrated by how much time it takes to learn new things. They can be irritated, annoyed or feel inferior.

Just because technology makes a task possible, doesn’t mean you have to always take advantage. Companies must introduce initiatives to manage new technology rather than the technology managing the individuals. Stress management strategies include:

  • Involving workers in decisions regarding the introduction and implementation of new technology
  • Creating social networks for people working remotely or hot-desking
  • Letting the new technology liberate the workers by creating more flexible working arrangements for a better balance between work and home
  • Training people in how to get the most out of technology and making it user-friendly

Finally, here are a few hints and tips on how to beat techno-stress:

  • When surfing for information, decide ahead of time how long you will commit to the endeavor. Accept the fact more data exists than you can possibly find and use.
  • Learn the most effective places to look for what you need. If an Internet search top 20 hits fail to yield useful information, refine the original criteria. People can go from one page to another on the Internet, for two to three hours, and not have much to show for it.
  • Limit e-mail retrieval to a few times per day (say when you first get in if you have a lot of international contacts and before you leave work). Furthermore, turn off instant messaging system or the volume on your computer. This is only helpful when you are expecting a message.
  • When you do check your e-mails, reply immediately to e-mails to acknowledge receipt but don’t necessarily give a detailed reply. Give a considered response later.
  • Indulge in a break from e-mail during short business trips. This will make travelling less stressful. In this connected time, it’s very important to disconnect oneself from time to time so as to get some distance and be able to rise above just reacting to immediate things. In those peaceful moments one can think bigger, slower and more inner questions. A break from technology frees up time for friends, family and appreciating the things that make the world unique.
  • If you need to concentrate – to write a proposal, discuss an important issue with a client or think through a solution to a vexing problem – turn off ringers on phones and wireless devices and close the email inbox window.
  • Develop a plan to handle a technology crisis, with tactics aimed at dealing with everything from hard-drive meltdowns and empty ink cartridges to a low-battery beep. Create back-up files and know how you’re going to get back online.
  • One should always ask, ‘Am I using technology or is technology using me?’ and ‘What’s really important in life, and what’s not?’ Our job is to take back control from technology and then enjoy the benefits that it can give us without feeling the stresses.
  • Finally, take a daily break from gadgets to exercise, read or garden. You will get a refreshed point of view and perspective. You have to have a balance in your life. It will make you a more contented person. By consciously restricting time with technology the stress will begin to subside.

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

Further reading

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

Griffiths, M.D. (2004).  Tips on…Managing your e-mails. British Medical Journal Careers, 329, 240.

Griffiths, M.D. (2009). Internet abuse and addiction in the workplace. In M. Khosrow-Pour (Ed.), Encyclopedia of Information Science and Technology, Vol. I-V (Second Edition). pp. 2170-2175. Hershey, Pennsylvania: Idea Publishing.

Griffiths, M.D. & Wood, R.T.A. (2004). Youth and technology: The case of gambling, video-game playing and the Internet. In J. Derevensky & R. Gupta (Eds.), Gambling Problems in Youth: Theoretical and Applied Perspectives (pp. 101-120). New York: Kluwer.

Griffiths, M.D. & Dennis, F. (2000). How to beat techno-stress. Independent on Sunday (Reality section), May 7, p.22.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2012). Clinical interventions for technology-based problems: Excessive Internet and video game use. Journal of Cognitive Psychotherapy: An International Quarterly, 26, 43-56.

Sutton, M. & Griffiths, M.D. (2004). Emails with unintended consequences: New lessons for policy and practice in work, public office and private life. In P. Hills (Ed.). As Others See Us: Selected Essays In Human Communication. pp. 160-182. Dereham: Peter Francis Publishers.

Safety in numbers: Responsible gambling and the UK betting sector

Over the last few days I appeared in a lot of news reports (including one by the BBC) in relation to the Association of British Bookmakers’ (ABB) new responsible gambling Code of Conduct (that you can download for free here). I was approached by the ABB back in July 2013 to help develop the new code and I view the publication of it as a great step forward in social responsibility and responsible gambling.

Whilst governments and regulatory bodies around the world are increasingly recognizing the importance of responsible gaming policies, such bodies tend not to specify the details of how such policies should be developed and implemented by gambling operators. Hopefully, this is where British gaming operators can take a proactive stance. Any gaming company that puts socially responsible practices at the heart of its business should be required to engage in a number of practices as a bare minimum. More specifically, gaming companies should (i) minimize the likelihood of a ‘vulnerable player’ developing a gambling problem whilst playing games, (ii) encourage well informed and rational gambling behaviour among its clientele, (iii) provide support for clientele who develop problems and/or who show distress as a result of gambling, (iv) protect vulnerable groups from either gambling in the first place (e.g., minors, problem gamblers, the intoxicated), and (v) develop an amicable relationship with local communities and other stakeholders (e.g., treatment providers, educational programs, research community, faith groups, etc.).

The most socially responsible gaming companies around the world have already introduced many player protection initiatives for both online and offline players. These include (i) stringent age verification checks, (ii) the use of behavioural tracking tools and/or player cards (to monitor potentially problematic playing patterns), (iii) socially responsible marketing and advertising, (iv) mandatory limit setting options (where players can pre-commit to how much time and money they want to spend over a given time period), (v) in-play notifications (e.g., pop-up messages to help players decide whether they should carry on gambling or not), and (vi) complete transparency in the games offered (such as the probability of winning and prize structures). So how does the new ABB code match up? Here are some of the initiatives that are in the ABBs’ new code. The new ‘Harm Minimisation Strategy’ focuses on four levels:

  • Issuing clearer and more accessible information on how to gamble responsibly and highlighting the sources of help available
  • Providing customers with new tools such as mandatory time and money based reminders, the ability to set spend and time limits on gaming machines and to request machine session data.
  • Training staff to detect the signs of potential problem gambling more quickly and how to interact more effectively with those identified
  • Undertaking more consistent central analysis of data to identify abnormal activity both in specific shops and, where possible, that relating to individual customers.

The new code is just the beginning. The document points out that: “The Code of Conduct will be evolutionary. ABB is fully committed to both monitoring compliance to the code and to updating and strengthening the code as new technological solutions are developed, new empirical evidence is produced or new concerns emerge over the coming months/years”. Some of the specific new measures in the ABB code include:

  • Enhanced staff training: All shop staff will be trained, in consultation with providers of responsible gambling expertise, to recognise a wider range of problem gambling indicators and will aim to identify those customers at risk of developing a gambling problem.
  • Enhanced customer engagement: All shop staff will be actively encouraged to ‘walk the shop floor’ as part and parcel of an enhanced customer engagement role, including initiating customer interaction in response to specific customer behaviour which needs to be addressed.
  • Dedicated responsible gambling co-ordinator:  All ABB members will nominate a member of staff who will be responsible for responsible gambling on a local basis and will receive additional training to deal with more complex responsible gambling interactions.
  • Compliance objectives linked to managers’ performance: Compliance objectives will be added to the performance agreements of all relevant middle and senior managers working for ABB members and compliance will be a standing item agenda at Licensed Betting Office level performance reviews. The ABB will develop a minimum industry standard for staff training which is hoped will evolve into an accredited system.

The ABB also announced that in relation to customers playing on Fixed Odds Betting Terminals in their shops that such slot machines will have (i) voluntary money limits, (ii) voluntary time limits, (iii) mandatory money-based pop-up reminders, and (iv) mandatory time-based reminders. The new code also banned the use of ATMs inside betting offices, and agreed to provide as much information as possible so that players can make an informed choice about gambling, along with help and guidance as to how to get help if a gambler thinks they are developing a problem. Finally, this new industry standard was fully implemented this month and will be reviewed annually. The standard will include:

  • Provision of appropriate information on the effects of problem gambling
  • Recognition and identification of the indicators of problem gambling
  • Conflict management
  • Customer interaction in response to specific customer behaviour referral, and follow‐up processes
  • Effective self-exclusion processes at a local level
  • The application of a Think 21 policy, especially with regard to machine players
  • The identification of vulnerable groups
  • Regular refresher training
  • Auditing and testing of staff at least every two years

If all the British gaming operators can collectively initiate and continue such practices, they will then be able to claim that they are becoming world leaders in responsible gambling, player protection, and harm minimization.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overviewResponsible Gambling Review, 1, 27-36.

Griffiths, M.D. (2005).  Does advertising of gambling increase gambling addiction? International Journal of Mental Health and Addiction, 3(2), 15-25.

Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.

Griffiths, M.D. (2010). Online ads and the promotion of responsible gambling. World Online Gambling Law Report, 9(6), 14.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. (2012). Self-exclusion services for online gamblers: Are they about responsible gambling or problem gambling? World Online Gambling Law Report, 11(6), 9-10.

Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Griffiths, M.D., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.

Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.

Smeaton, M. & Griffiths, M.D. (2004). Internet gambling and social responsibility: An exploratory study, CyberPsychology and Behavior, 7, 49-57.

Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.

Face[book]ing the future: A brief look at social networking addiction

In many areas of behavioural addiction, there has been debate about whether some excessive behaviours should even be considered as genuine addictions (e.g., video game playing, internet use, sex, exercise, etc.) and the same debate holds for addiction to social networking. I recently published an editorial in the Journal of Addiction Research and Therapy examining the empirical research on the topic.

I have has operationally defined addictive behaviour as any behaviour that features what I believe to be the six core components of addiction (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse). I have also argued that any behaviour (including social networking) that fulfils these six criteria can be operationally defined as an addiction.

Researchers have suggested that the excessive use of new technologies (and especially online social networking) may be particularly problematic to young people. In accordance with the biopsychosocial framework for the etiology of addictions, and the syndrome model of addiction (put forward by Dr. Howard Shaffer and colleagues in a 2004 issue of the Harvard Review of Psychiatry), it is claimed that those people addicted to using SNSs experience symptoms similar to those experienced by individuals who suffer from addictions to substances or other behaviours. This has significant implications for clinical practice because unlike other addictions, the goal of SNS addiction treatment cannot be total abstinence from using the internet per se it is an integral element of today’s professional and leisure culture. Instead, the ultimate therapy aim is controlled use of the internet and its respective functions, particularly social networking applications, and relapse prevention using strategies developed within cognitive-behavioural therapies.

To explain the formation of SNS addiction, Dr. Ofir Turel and Dr. Alexander Serenko recently summarized three overarching theoretical perspectives in a 2012 issue European Journal of Information Systems that may not be mutually exclusive:

  • Cognitive-behavioral model: This model emphasizes that ‘abnormal’ social networking arises from maladaptive cognitions and is amplified by various environmental factors, and eventually leads to compulsive and/or addictive social networking.
  • Social skill model: This model emphasizes that ‘abnormal’ social networking arises because people lack self-presentational skills and prefer virtual communication to face-to-face interactions, and it eventually leads to compulsive and/or addictive use of social networking.
  • Socio-cognitive model: This model emphasises that ‘abnormal’ social networking arises due to the expectation of positive outcomes, combined with internet self-efficacy and deficient internet self-regulation eventually leads to compulsive and/or addictive social networking behavior.

Based on these three models, Dr. Haifeng Xu and Dr. Bernard Tan (in a 2012 paper presented at the Thirty Third International Conference on Information Systems) suggest that the transition from normal to problematic social networking use occurs when social networking is viewed by the individual as an important (or even exclusive) mechanism to relieve stress, loneliness, or depression. They contend that those who frequently engage in social networking are poor at socializing in real life. For these people, social media use provides such people continuous rewards (e.g. self-efficacy, satisfaction) and they end up engaging in the activity more and more, eventually leading to many problems (e.g., ignoring real life relationships, work/educational conflicts, etc.). The resulting problems may then exacerbate individuals’ undesirable moods. This then leads such individuals to engage in the social networking behaviour even more as a way of relieving dysphoric mood states. Consequently, when social network users repeat this cyclical pattern of relieving undesirable moods with social media use, the level of psychological dependency on social networking increases.

A behavioural addiction such as SNS addiction may thus be seen from a biopsychosocial perspective. Just like substance-related addictions, it would appear that in some individuals, SNS addiction incorporates the experience of the ‘classic’ addiction symptoms, namely mood modification (i.e., engagement in SNSs leads to a favourable change in emotional states), salience (i.e., behavioural, cognitive, and emotional preoccupation with the SNS usage), tolerance (i.e., ever increasing use of SNSs over time), withdrawal symptoms (i.e., experiencing unpleasant physical and emotional symptoms when SNS use is restricted or stopped), conflict (i.e., interpersonal and intrapsychic problems ensue because of SNS usage), and relapse (i.e., addicts quickly revert back to their excessive SNS usage after an abstinence period).

It is generally accepted that a combination of biological, psychological and social factors contributes to the etiology of addictions that may also hold true for SNS addiction. From this it follows that SNS addiction shares a common underlying etiological framework with other substance-related and behavioural addictions. However, due to the fact that the engagement in SNSs is different in terms of the actual expression of (internet) addiction (i.e., pathological use of SNSs rather than other internet applications), the phenomenon may be worthy of individual consideration, particularly when considering the potentially detrimental effects of both substance-related and behavioural addictions on individuals who experience a variety of negative consequences because of their addiction.

Research into social networking addiction has been relatively sparse. According to a recent book chapter that I published with Dr. Daria Kuss and Dr. Zsolt Demetrovics, the twenty or so empirical studies examining SNS addiction fall into one of four types: (i) self-perception studies of social networking addiction, (ii) studies of social networking addiction utilizing a social networking addiction scale, (iii) studies examining the relationship between social networking and other online addictions, and (iv) studies examining social networking addiction and interpersonal relationships. Our review noted that all the studies suffered from a variety of methodological limitations. Many of the studies attempted to assess SNS addiction, but mere assessment of addiction tendencies does not suffice to demarcate real pathology. Most of the study samples were generally small, specific, self-selected, convenient, and skewed with regards to young adults and female gender. This may have led to the very high addiction prevalence rates (up to 34%) reported in some studies as individuals from these socio-demographic groups are likely to be more heavy social networking users. Consequently, empirical studies need to ensure that they are assessing addiction rather than excessive use and/or preoccupation.

I have also published a couple of papers noting that for many researchers, Facebook addiction has become almost synonymous with social networking addiction. However, Facebook is just one of many websites where social networking can take place. Most of the scales that have been developed have specifically examined excessive Facebook use such as the Bergen Facebook Addiction Scale, the Facebook Addiction Scale, and the Facebook Intrusion Questionnaire, i.e., addiction to one particular commercial company’s service (i.e., Facebook) rather than the whole activity itself (i.e., social networking). The real issue here concerns what people are actually addicted to and what the new Facebook addiction tools are measuring.

For instance, Facebook users can play games like Farmville, can gamble on games like poker, can watch videos and films, and can engage in activities such as swapping photos or constantly updating their profile and/or messaging friends on the minutiae of their life. Therefore, ‘Facebook addiction’ is not synonymous with ‘social networking addiction’ – they are two fundamentally different things as Facebook has become a specific website where many different online activities can take place – and may serve different purposes to various users. What this suggests is that the field needs a psychometrically validated scale that specifically assesses ‘social networking addiction’ rather than Facebook use. In the aforementioned scales, social networking as an activity is not mentioned, therefore the scale does not differentiate between someone potentially addicted to Farmville or someone potentially addicted to constantly messaging Facebook friends.

Whether social networking addiction exists is debatable depending upon the definition of addiction used, but there is clearly emerging evidence that a minority of social network users experience addiction-like symptoms as a consequence of their excessive use. Studies endorsing only a few potential addiction criteria are not sufficient for establishing clinically significant addiction status. Similarly, significant impairment and negative consequences that discriminate addiction from mere abuse have (to date) generally not been assessed in published studies. Thus, future studies have great potential in addressing the emergent phenomenon of SNS addiction by means of applying better methodological designs, including more representative samples, and using more reliable and valid addiction scales so that current gaps in empirical knowledge can be filled.

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

Further reading

Griffiths, M.D. (2012). Facebook addiction: Concerns, criticisms and recommendations. Psychological Reports, 110, 2, 518-520.

Griffiths, M.D. (2012). Gambling on Facebook? A cause for concern? World Online Gambling Law Report, 11(9), 10-11.

Griffiths, M.D. (2013). Social gambling via Facebook: Further observations and concerns. Gaming Law Review and Economics, 17, 104-106.

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.

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

Kuss, D.J. & Griffiths, M.D. (2011). Excessive online social networking: Can adolescents become addicted to Facebook? Education and Health, 29. 63-66.

Shaffer, H.J., LaPlante, D.A., LaBrie, R.A., Kidman, R.C., Donato, A.N., & Stanton, M.V. (2004). Toward a syndrome model of addiction: Multiple expressions, common etiology. Harvard Review of Psychiatry, 12, 367-374.

Turel, O. & Serenko, A. (2012). The benefits and dangers of enjoyment with social networking websites. European Journal of Information Systems, 21, 512-528.

Xu, H. & Tan, B.C.Y. (2012). Why Do I Keep Checking Facebook: Effects of Message Characteristics On the Formation of Social Network Services Addiction (http://elibrary.aisnet.org/Default.aspx?url=http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1216&context=icis2012)

Carry on screening: A brief look at Internet Gaming Disorder

In this month’s issue of the Neuropsychiatry journal, I – and my research colleagues (Dr. Daniel King and Dr. Zsolt Demetrovics) – published a paper arguing that Internet Gaming Disorder needs a unified approach to assessment. Over the last 15 years, research into various online addictions has greatly increased. Prior to the publication of the fifth edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in 2013, there had been some debate as to whether ‘internet addiction’ should be introduced into the text as a separate disorder. Alongside this, there has also been debate as to whether those researching in the online addiction field should be researching generalized internet use and/or the potentially addictive activities that can be engaged on the internet (e.g., gambling, video gaming, sex, shopping, etc.)

Following these debates, the Substance Use Disorder Work Group (SUDWG) recommended that the DSM-5 include a sub-type of problematic internet use (i.e., internet gaming disorder [IGD]) in Section 3 (‘Emerging Measures and Models’) as an area that needed future research before being included in future editions of the DSM. According to Dr. Nancy Petry and Dr. Charles O’Brien writing in a 2013 issue of Addiction, IGD will not be included as a separate mental disorder until the (i) defining features of IGD have been identified, (ii) reliability and validity of specific IGD criteria have been obtained cross-culturally, (iii) prevalence rates have been determined in representative epidemiological samples across the world, and (iv) etiology and associated biological features have been evaluated.

Although there is now a rapidly growing literature on pathological video gaming, one of the key reasons that IGD was not included in the main text of the DSM-5 was that the SUDWG concluded that no standard diagnostic criteria were used to assess gaming addiction across these many studies. A 2013 overview of instruments assessing problematic gaming by my colleagues and I in Clinical Psychology Review reported that 18 different screening instruments had been developed, and that these had been used in 63 quantitative studies comprising 58,415 participants. This comprehensive review identified both strengths and weaknesses of these instruments.

The main strengths of the instrumentation included the: (i) the brevity and ease of scoring, (ii) excellent psychometric properties such as convergent validity and internal consistency, and (iii) robust data that will aid the development of standardized norms for adolescent populations. However, the main weaknesses identified in the instrumentation included: (i) core addiction indicators being inconsistent across studies, (iii) a general lack of any temporal dimension, (iii) inconsistent cut-off scores relating to clinical status, (iv) poor and/or inadequate inter-rater reliability and predictive validity, and (v) inconsistent and/or dimensionality. It has also been noted by a number of authors that the criteria for IGD assessment tools are theoretically based on a variety of different potentially problematic activities including substance use disorders, pathological gambling, and/or other behavioral addiction criteria. There are also issues surrounding the settings in which diagnostic screens are used as those used in clinical practice settings may require a different emphasis that those used in epidemiological, experimental and neurobiological research settings.

Video gaming that is problematic, pathological and/or addictive (i.e., IGD) lacks a widely accepted definition. In a recent book chapter (in the 2014 book Behavioral Addictions: Criteria, Evidence and Treatment edited by Dr. Ken Rosenberg and Dr. Laura Feder), I and some of my Hungarian colleagues argued that some researchers consider video games as the starting point for examining the characteristics of this specific disorder, while others consider the internet as the main platform that unites different addictive internet activities, including online games. Recent studies have made an effort to integrate both approaches Consequently, IGD can either be viewed as a specific type of video game addiction, or as a variant of internet addiction, or as an independent diagnosis.

As I argued in one of my previous blogs, although all addictions have particular and idiosyncratic characteristics, they share more commonalities than differences (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse), and this likely reflects a common etiology of addictive behavior. Consequently, online game addiction may be viewed as a specific type of video game addiction. Similarly, Dr. G. Porter and colleagues in a 2010 issue of the Australian and New Zealand Journal of Psychiatry, do not differentiate between problematic video game use and problematic online game use. They conceptualized problematic video game use as excessive use of one or more video games resulting in a preoccupation with and a loss of control over playing video games, and various negative psychosocial and/or physical consequences. However, unlike my conceptualization of gaming addiction, their criteria for problematic video game use does not include other features usually associated with dependence or addiction, (e.g., tolerance, physical symptoms of withdrawal), as they say there is no clear evidence that problematic gaming is associated with such phenomena. Researchers such as Dr. Kimberley Young view online gaming addiction as a sub-type of internet addiction and that the internet itself provides situation-specific characteristics that facilitate gaming becoming problematic and/or addictive.

In a 2010 issue of Computers in Human Behavior, Dr. M.G. Kim and Dr. J. Kim’s [11] proposed a Problematic Online Game Use (POGU) model that takes a more integrative approach and claims that neither of the approaches outlined above adequately capture the unique features of online games such as Massively Multiplayer Online Role Playing Games (MMORPGs). They argue that the internet is just one channel where people may access the content they want (e.g., gambling, shopping, sex, etc.) and that such users may become addicted to the particular content rather than the channel itself. This is analogous to the argument that I made over 15 years ago in a number of different papers that there is a fundamental difference between addiction to the internet, and addictions on the internet. However, MMORPGs differ from traditional stand-alone video games as there are social and/or role-playing dimension that allow interaction with other gamers.

The POGU model resulted in five underlying dimensions of addictive gameplay (i.e., euphoria, health problems, conflict, failure of self-control, and preference of virtual relationship). I also support the integrative approach and stress the need to include all types of online games in addiction models in order to make comparisons between genres and gamer populations possible (such as those who play online Real-Time Strategy (RTS) games and online First Person Shooter (FPS) games in addition to the widely researched MMORPG players). The POGU model comprises six dimensions (i.e., preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal).

Irrespective of approach or model, the components and dimensions that comprise online gaming addiction outlined above are very similar to the IGD criteria in Section 3 of the DSM-5. For instance, my six addiction components directly map onto the nine proposed criteria for IGD (of which five or more need to be endorsed and resulting in clinically significant impairment). More specifically: (1) preoccupation with internet games [salience]; (2) withdrawal symptoms when internet gaming is taken away [withdrawal]; (3) the need to spend increasing amounts of time engaged in internet gaming [tolerance], (4) unsuccessful attempts to control participation in internet gaming [relapse/loss of control]; (5) loss of interest in hobbies and entertainment as a result of, and with the exception of, internet gaming [conflict]; (6) continued excessive use of internet games despite knowledge of psychosocial problems [conflict]; (7) deception of family members, therapists, or others regarding the amount of internet gaming [conflict]; (8) use of the internet gaming to escape or relieve a negative mood [mood modification];  and (9) loss of a significant relationship, job, or educational or career opportunity because of participation in internet games [conflict].

The fact that IGD was included in Section 3 of the DSM-5 appears to have been well received by researchers and clinicians in the gaming addiction field (and by those individuals that have sought treatment for such disorders and had their experiences psychiatrically validated and feel less stigmatized). However, for IGD to be included in the section on ‘Substance-Related and Addictive Disorders’ along with ‘Gambling Disorder’, the gaming addiction field must unite and start using the same assessment measures so that comparisons can be made across different demographic groups and different cultures.

For epidemiological purposes, Dr. B. Koronczai and colleagues in a 2011 issue of Cyberpsychology, Behavior and Social Networking, asserted that the most appropriate measures in assessing problematic online use (including internet gaming) should meet six requirements. Such an instrument should have: (i) brevity (to make surveys as short as possible and help overcome question fatigue); (ii) comprehensiveness (to examine all core aspects of IGD as possible); (iii) reliability and validity across age groups (e.g., adolescents vs. adults); (iv) reliability and validity across data collection methods (e.g., online, face-to-face interview, paper-and-pencil); (v) cross-cultural reliability and validity; and (vi) clinical validation. It was also noted that an ideal assessment instrument should serve as the basis for defining adequate cut-off scores in terms of both specificity and sensitivity. To fulfill all these requirements, future research should adjust the currently used assessment tools to the newly accepted DSM-5 criteria and take much more efforts to reach and study clinical samples, which is an unequivocal shortcoming of both internet and gaming research.

In addition to further epidemiological and clinical research, further research is also needed on the neurobiology of IGD. A systematic review of 18 neuroimaging studies examining internet addiction and IGD by Dr. Daria Kuss and Griffiths in a 2012 issue of Brain Sciences noted that:

“These studies provide compelling evidence for the similarities between different types of addictions, notably substance-related addictions and Internet and gaming addiction, on a variety of levels. On the molecular level, Internet addiction is characterized by an overall reward deficiency that entails decreased dopaminergic activity. On the level of neural circuitry, Internet and gaming addiction lead to neuroadaptation and structural changes that occur as a consequence of prolonged increased activity in brain areas associated with addiction. On a behavioral level, Internet and gaming addicts appear to be constricted with regards to their cognitive functioning in various domains” (p.347).

The good news is that research in the gaming addiction field does appear to be reaching an emerging consensus. We noted in our 2013 Clinical Psychology Review paper that across many different studies, IGD is commonly defined by (a) withdrawal, (b) loss of control, and (c) conflict. However, it is critical that a unified approach to assessment of IGD is urgently needed as this is the only way that there will be a strong empirical basis for IGD to be included in the next DSM.

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

Further reading

American Psychiatric Association (2013) Diagnostic and Statistical Manual of Mental Disorders – Text Revision (Fifth Edition). Washington, D.C.: Author.

Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M. D., Pápay, O., . . . Oláh, A. (2012). The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS ONE, 7(5), e36417.

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(4), 191-197.

Griffiths, M.D., King, D.L. & Demetrovics, Z. (2014). DSM-5 Internet Gaming Disorder needs a unified approach to assessment. Neuropsychiatry, under review.

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

Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behavior, 26(3), 389-398.

King, D. L., Delfabbro, P. H., Griffiths, M. D., & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2012). Cognitive-behavioral approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology, 68, 1185-1195.

King, D.L., Haagsma, M.C.,Delfabbro, P.H.,Gradisar, M.S., Griffiths, M.D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33, 331-342.

Koronczai, B., Urban, R., Kokonyei, G., Paksi, B., Papp, K., Kun, B., . . . Demetrovics, Z. (2011). Confirmation of the three-factor model of problematic internet use on off-line adolescent and adult samples. Cyberpsychology, Behavior and Social Networking, 14, 657–664.

Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2013).  Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, in press.

Pápay, O., Nagygyörgy, K., Griffiths, M.D. & Demetrovics, Z. (2014). Problematic online gaming. In K. Rosenberg & L. Feder (Eds.), Behavioral Addictions: Criteria, Evidence and Treatment. New York: Elsevier.

Petry, N.M., & O’Brien, C.P. (2013). Internet gaming disorder and the DSM-5. Addiction, 108, 1186–1187.

Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010). Recognizing problem video game use. The Australian and New Zealand Journal of Psychiatry, 44, 120-128.

Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. Cyberpsychology and Behavior, 1, 237-244.

Child at heart: A brief look at ‘IVF addiction’

“The quest to have children can become a vortex that gets faster and faster and sucks people in. Women will sell everything and anything to have the treatment if they are short of funds. They will risk their lives, there’s no doubt about it. I have treated young women with cancer who have refused to have treatment for their illness until they have got pregnant and given birth, knowing they are risking their lives. Some of these women do, indeed, go on to die [from cancer], but they die happy, feeling that they have achieved something greater than their own continued existence. Everyone involved in these scenarios is trying to do the right thing, but the extraordinary energy of a couple’s determination creates a vicious circle. [Some couples are driven by] an urge stronger than addiction and more powerful than obsession” (Professor Sammy Lee, Chief Scientist of the IVF [in-vitro fertilization] programme at Wellington Hospital, London; The Guardian, 2009).

Today’s blog started as an email from one of my PhD students, Manpreet Dhuffar, who sent me an interesting article in the New York Times entitled ‘Addicted to IVF, or addicted to hope?’ The opening quote by one of the UK’s pioneers in IVF egg donation certainly believes that the urge for childless couples to have children is stronger than the urges addicts feel for their drugs or behaviours of choice and that their pursuit is obsessive. In the UK, the maximum number of IVF cycles is three but Professor Lee admitted that some couples had gone through 12 cycles and that he knew of clinicians that had continued providing IVF treatment even when they knew there was little chance of pregnancy success.

On one level, I obviously don’t believe that undergoing IVF can be a genuine addiction. To me, undergoing IVF treatment appears to be similar to those people who claim to be addicted to plastic surgery or having more and more tattoos. These are activities that are salient and preoccupying but are not activities that are engaged in day-in, day-out. Although there are no papers on ‘IVF addiction’ a 2002 paper in the journal Nursing Inquiry by Dr. Sheryl de Lacey analysed the discourse of women with infertility problems and that had undergone IVF and discontinued. Dr. de Lacey reported:

“[IVF treatment was described as] a metaphor of lottery in discourses of infertility…showing how when women are situated as gamblers, the metaphor is instrumental in polarising them into ‘winners’ or ‘losers’ in relation to the subjectivity of motherhood. I further deconstruct these subjectivities, showing how ‘winners’ are valorised and ‘losers’ are pathologised. But importantly, I show how infertile women who are not mothers resisted locating themselves as ‘losers’ in a metaphor of lottery and instead situated themselves in a contesting metaphor of investment as diligent ‘workers’ and as active agents in choosing the best employment of their bodily and monetary resources”.

I found these types of discourse myself in various online parenting and infertility forums. For instance, at websites such as babycenter.com and the Pursuit of Motherhood blog, women wrote:

  • Extract 1: “I once read/heard a storyline that started with ‘Addicted to IVF’. I never thought that I might be one of them. The hope that comes with each cycle erases all the negativity, pain, injections, miscarriages, etc. that has already happened. The hope makes you think that it’s possible, even when no one really knows why my babies are sticking around long enough to grow. Each time, I say that I’ve had enough, yet I find myself going back. Even now, I’m ‘taking a break’ to lose the 30 pounds I’ve gained and lower my now raised blood pressure. Now that I’m 4 months off and halfway to my goals, I’m ready to jump in to IVF again. But, really, what’s different? There are no answers to why I can’t seem to hold on to a healthy pregnancy, yet my prognosis is ‘favorable’ since I have always responded ‘textbook’. Am I doing this out of vain, or is there, sometime in my future, a baby waiting to be mine? Thank goodness my insurance limits my tries to 6 fresh cycles because I don’t know if I’ll ever lose hope or stop trying
  • Extract 2: “I’ve been thinking about New Year’s resolutions. I know it’s only the 29th of December but there’s nothing I like more than a resolution. I want to be brave enough to make Number 1 on the list: Give up IVF. And if that sounds like IVF is an addiction as much as drugs and alcohol that’s because it is. In fact, it’s definitely more expensive than a Class A habit. Even as I think and write it, my heart starts to palpitate because where IVF is concerned maybe I have become an addict. Just like an alcoholic who is convinced that happiness lies in that next drink, I’ve become convinced that happiness lies in our next round of IVF. I should start a support group. IVF Anonymous”

Some have even gone as far to write a whole book on their ‘addiction’ to IVF (for instance, check out Tertia Albertyn’s (funny, yet moving) book So Close: Infertile and Addicted to Hope). In researching this article, I also came across a good article (‘Are you addicted to IVF?) on the Fertility Lab Insider website written by ‘Carole’. She made reference to the research of Dr. Janet Blenner who developed a stage theory relating to those passing through infertility treatment (in the Journal of Nursing Scholarship). Using grounded theory, Blenner explored the perceptions of 25 couples as they underwent infertility assessment and treatment. Her theory consists of three concepts – engagement, immersion, and disengagement. To me this sounds like something that successfully treated addicts also go through. Blenner also describes eight stages that individuals pass through: (i) experiencing a dawning of awareness, (ii) facing a new reality, (iii) having hope and determination, (iv) intensifying treatment, (v) spiralling down, (vi) letting go, (vii) quitting and moving out, and (viii) shifting the focus. As Carole notes in relation to these eight stages:

“They seem similar to stages of grief or stages of finding sobriety after addiction. Some patients get stuck at Step 5, ‘spiralling down’. They are the patients who are confronted with repeated failures and evidence of new hurdles to their fertility, patients for whom even Herculean efforts in terms of effort and expense can be expected to be successful less than 5% of the time. If someone told you that you should bet $12,000, $15,000, even $20,000 on a horse that has a 5% or less chance of winning the race, you’d tell them to get lost, that’s crazy…Yet, IVF patients that go in for multiple rounds of IVF, beyond two or three are doing exactly that. Most clinics have pulled out all the stops, applied all the tricks they know by the third IVF cycle. If it still isn’t working, either the clinic is incompetent or IVF is not the right solution for that patient”.

Here, there is yet another gambling analogy which – given my ‘day job’ as a Professor of Gambling Studies – didn’t pass me by. Another online article by Mia Freedman also talked of infertility treatment as a form of gambling addiction and echoes the preceding quote. Freedman asserted:

“I am writing to express my extreme distress at what appears to be the most expensive lottery ticket in town for over 40s these days – IVF. I know of four women who have undergoing the process – one for the ninth time – and it appears they are constantly being told the next time they will be lucky. At around $10k a cycle, that is a lot of money on a chance that is less than one in 10. I am seeing marriages crumble, hearts break, hormones go wild and mental and physical devastation as a result of every cycle that doesn’t produced much longed for babies. I am seeing women almost lose their minds and empty their bank accounts to feed their obsession to be pregnant. Don’t get me wrong, I think IVF is a wonderful gift and I don’t deny anyone wanting a baby – no matter what their age – to give it a go. But surely, when chances are so low there should be comprehensive counselling where financial, marital, mental and physical heath issues are discussed before a 40 plus woman buys yet another expensive lottery ticket in hope of a baby?”

Although I personally wouldn’t conceptualize persistent IVF treatment as an addiction, there are certainly addiction-like elements in most of the stories I have read. Furthermore, and irrespective of whether such behaviour can be classed as addictive, there is no doubt that the need and want for a child appears to be the single most important thing in the lives of such individuals and that based on some of the accounts that I have come across, the need for children could perhaps be classed as an obsession – at least at the time of undergoing IVF.

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

Further reading

Albertyn, T.L. (2009). So Close: Infertile and Addicted to Hope. Gauteng: Porcupine Press.

Blenner, J. L. (1990). Passage through infertility treatment: A stage theory. Journal of Nursing Scholarship, 22(3), 153-158.

De Lacey, S. (2002). IVF as lottery or investment: Contesting metaphors in discourses of infertility. Nursing Inquiry, 9(1), 43-51.

Fertility Lab Insider (2013). Are you addicted to IVF? June 5. Located at: http://fertilitylabinsider.com/2013/06/are-you-addicted-to-ivf/

Freedman, M. (2010). When does IVF become an addiction? Mama Mia, January 18. Located at: http://www.mamamia.com.au/parenting/when-does-ivf-become-a-form-of-gambling-addiction/

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