Category Archives: Technology
Stock tales: Is financial trading a form of gambling?
One of the questions I am most asked by my students and the media alike is whether trading on the stock market is a genuine form of gambling. That might sound a simple question, but it all comes down to what definition of gambling you are using. My own view on gambling is that it boils down to the staking of money (or something of financial value) on a future event. When I first started my research into gambling back in the mid-1980s, there were four fundamental types of gambling:
- Gaming – Staking of money during a game (e.g. slot machines, roulette, blackjack, etc.)
- Betting – Staking money on a future event, typically sports events (e.g. horse race betting, greyhound betting, football betting, etc.)
- Lotteries – The distribution of money by lot (e.g. National Lottery)
- Speculation – Staking money on stock markets (e.g., investment in shares, day trading, etc.)
In a previous blog I briefly examined whether stock market speculation was a legitimate form of gambling. However, back in the 1980s, psychologists were only interested in studying the first three of these activities (i.e., gaming, betting and lotteries). Although a few academics accepted ‘speculation’ as a true form of gambling, the majority of researchers in the gambling studies field did not (including me). The prevailing view at the time was that ‘speculation’ was viewed as involving a fair amount of skill and/or relied on ‘insider information’ and therefore was not a legitimate form of gambling compared to other forms of gambling. Although there were clearly accepted forms of gambling that had skilful elements (e.g., poker, blackjack), academic psychologists still rejected speculation as a form of gambling worth investigating.
However, this all changed after the introduction of spread betting. I argued in a number of articles at the end of the 1990s that spread betting had taken the mechanics of stock market trading and applied it to sporting events. For me, this was a game changer in terms of studying the psychology of gambling. No longer could we say that speculation shouldn’t be studied because spread betting was clearly a form of speculation and it was something that appealed to a new type of gambler because it involved sporting events that many people think they know a lot about.
There was also one other key factor in changing psychologist’s perceptions of speculation as gambling – the ‘Nick Leeson effect’. In 1995, Leeson single-handedly brought down the UK’s oldest investment bank (Barings). Leeson was a derivatives broker whose fraudulent gambling caused the spectacular collapse of one of the UK’s most established financial institutions. From the early 1990s, Leeson made countless speculative (and unauthorised) gambles on the stock market that at first made large profits for his employers. However, as with most gamblers, his ‘beginner’s luck’ soon ran out and he started to lose huge amounts of money. Leeson’s losses eventually reached £827 million. Leeson’s psychology and behaviour was identical to that of a problem gambler (except he was gambling with much larger amounts of money and with someone else’s money).
There was perhaps another reason why speculation was seen as psychologically different from gaming, betting and lotteries. Unlike these other forms of gambling, speculation is a type of gambling where the gambler does not know how much they are going to win or lose on the gamble. If I put £1000 on a horse to win the Grand National or on black to come up on a roulette wheel, I know that losing will cost me £1000. On most stock market trades or spread bets, no-one knows beforehand what the losses could be. However, there are financial trades that could perhaps be argued to be more like betting than speculation. For instance, binary options look as though they are going to grow in popularity over the next year or two as the gambling payoff is more traditional than usual financial trading.
In binary option betting, a cash-or-nothing binary option will pay a fixed amount of money if the option traded on expires in-the-money (i.e., it is a simple ‘win-or-lose’ bet as the potential return it offers is certain and known before the purchase is made). One of the attractions of binary options is that they can be bought on virtually any financial product and can be bought in both up and down directions of trade. The simplicity is likely to attract more people especially if they feel they know something about the product being traded upon. This is the same reason why spread betting took off in such a big way because people feel they know about the market (e.g., football) that they are betting on, even if there is a huge element of chance (which there invariably is). My guess is that most people who work in the financial markets don’t see binary options as an investment opportunity – they see it for what it really is – a pure gamble.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (1991). ‘Gambling and Speculation: A Theory, History, and a Future of some Human Decisions’ by R. Brenner and G.A. Brenner. Journal of Economic Psychology, 12, 197-201.
Griffiths, M.D. (1998). Gambling into the Millenium: Issues of concern and potential concern. GamCare News, 3, 4.
Griffiths, M.D. (2000). Day trading: Another possible gambling addiction? GamCare News, 8, 13-14.
Griffiths, M.D. (2006). An overview of pathological gambling. In T. Plante (Ed.), Mental Disorders of the New Millennium. Vol. I: Behavioral Issues. pp. 73-98. New York: Greenwood.
Griffiths, M.D. (2007). Gambling Addiction and its Treatment Within the NHS. London: British Medical Association (ISBN 1-905545-11-8).
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. (2013). Financial trading as a form of gambling. i-Gaming Business Affiliate, April/May, 40.
Risky shifts: Can gambling be a transferable skill in the workplace?
About ten years ago, following some work I had done for a very well known online gambling company, I was quoted in a number of newspapers and on the BBC News commenting on how skills learned in poker can be applied in the workplace. I claimed that playing poker could offer lessons for success, even in non-mathematical lines of work. For instance, being given an assignment or a particular team to manage might be akin to playing with the cards that you have been dealt with. Playing with the cards you have is a winning strategy in poker. And top poker players are insatiable in their desire to win. Being this focused is an important leadership skill in the workplace. Then there’s the art of deception, not normally seen as a desirable skill, but in poker it’s all part of the game. In many workplace situations the ability to get away with white lies, to save face or be diplomatic, or to smooth over or disguise mistakes and errors, is a big advantage.
Whether it is an act of problem solving in a work meeting or a major corporate decision, we act in the hope that we will achieve the desired result, even if it is unknown before we start. To some extent, this sounds like gambling. A book by Harvard academics Howard Stevenson and Eileen Shapiro called ‘Make Your Own Luck’ argues that the best gamblers serve as an ideal role model in how to get on in the workplace. They argue that the best gamblers are those that use “predictive intelligence” in their day-to-day lives. These are the types of gamblers who in the face of uncertainty know how to bring about the desired outcome by assessing the decisions they make on the basis of relative impact and uncertainty.
Using these two variables, Stevenson and Shapiro created a ‘gambler’s prediction map’ of four zones based on two factors – the degree of certainty and the impact. These four zones were called the ‘wallpaper zone’, the ‘wild card zone’, the ‘ant colony zone’ and the ‘ strategic rat zone’.
- The ‘wallpaper zone’ is where decision-making has high certainty and high impact and is (the authors argue) like wallpaper because it is often ignored but can be very powerful. This is the classic low risk, high return gamble.
- The ‘wild card zone’ is where decision-making has high uncertainty but high impact and is the classic high-risk gamble with huge rewards if it comes off.
- The ‘ant colony zone’ is where decision-making has high certainty but low impact and is so-called because when ants act together they can still have a positive effect. This is the low risk but moderate pay back gamble.
- The ‘strategic rat zone’ is the worst scenario for decision-making because there is both high uncertainty and low impact that in effect is putting all your money on an absolute no-hoper.
It is claimed that by using various strategies in the right zones, gamblers with good predictive intelligence will come out winners in all walks of life. So what are these winning strategies? In a nutshell, winning gamblers:
- Identify big goals: Winners imagine the future they want to create and formulate a strategy that will help them achieve their goals.
- Weigh the upside/downside: Winners calculate the possible upsides and downsides to decide if the risk is worth taking in the first place. They know all the rules of the venture they are getting themselves into.
- Jump bets: Winners are able to change plans at the appropriate moment. They may have to decide very quickly whether to stay or shift from their chosen path. Gamblers with high ‘predictive intelligence’ jump before all the available information is to hand so that they can grab the opportunities that they think will not be there later down the line.
- Have an implicit strategy: Winners make sure that it is their actions (and not just words) get them to where they want to go. They focus on the micro-details as well as the macro-goal.
- Create a real alternative: Winners make sure they have a back-up plan in case their main strategic decision-making plan goes wrong.
- Use prediction maps: Winners are able to forecast all the major potential influences in their chosen strategy by assessing the relative impact and uncertainty of the situation.
- Risk splits: Where possible, winners calculate how to reduce or spread risk to others and consider all possible outcome scenarios.
- Know what’s the ‘it’ they’re betting on: Winners know in advance what they are going to do, why and what the expected outcome is likely to be. This helps clarify whether the decision is the right one in the first place.
- Assess possible domino effects: Winners know what actions they will take in the future based on the ones they are making now. They can assess very quickly if they will be locked into a series of follow-on bets as a result of their decision.
- Know when it’s game over: At the simplest level, winners know when to call it quits.
The message here is simple. Good gamblers with high predictive intelligence possess many life skills that in the right circumstances can be transferred to the workplace environment.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2007). Exploring gambling practices in work and educational environments, Casino and Gaming International, 3(1), 17-25.
Griffiths, M.D. (2012). Can gambling be a transferable skill? i-Gaming Business Affiliate, April/May, 58.
Logan, T. (2004). Gaming helps traders score big-time. BBC News, October 10. Located at: http://news.bbc.co.uk/1/hi/technology/3723922.stm
Parke, A., Griffiths, M., & Parke, J. (2005) Can playing poker be good for you? Poker as a transferable skill. Journal of Gambling Issues, 14.
Shapiro, E. & Stevenson, H.H. (2005). Make Your Own Luck: 12 Practical Steps To Taking Smarter Risks In Business. New York: Portfolio.
Risky businesses: Why should employers have a ‘gambling at work’ policy?
Most of us work in organizations that have policies on behaviours such as drinking alcohol and cigarette smoking. However, very few companies have a ‘gambling at work’ policy. One problem gambler in a position of financial trust can bring down a whole organization – Nick Leeson being a case in point when he single-handedly brought down Barings Bank). Leeson’s (albeit somewhat extreme) antics demonstrate that organisations need to acknowledge that gambling with company money can be disastrous for the company if things go horribly wrong. While no company expects an employee gambling to bring about their collapse, Leeson’s case does at least highlight gambling as an issue that companies ought to think about in terms of risk assessment.
Gambling is a popular leisure activity and recent national surveys into gambling participation show that around two-thirds of adults gamble annually and that problem gambling affects just under 1% of the British population. There are a number of socio-demographic factors associated with problem gambling. These included being male, having a parent who was or who has been a problem gambler, being single, and having a low income. Other research shows that those who experience unemployment, poor health, housing, and low educational qualifications have significantly higher rates of problem gambling than the general population.
It is clear that the social and health costs of problem gambling can be large on both an individual and societal level. Personal costs can include irritability, extreme moodiness, problems with personal relationships (including divorce), absenteeism from work, family neglect, and bankruptcy. There can also be adverse health consequences for both the problem gambler and their partner including depression, insomnia, intestinal disorders, migraines, and other stress-related disorders.
For most people, gambling is not a serious problem and in some cases may even be of benefit in team building and/or creating a collegiate atmosphere in the workplace (e.g., National Lottery syndicates, office sweepstakes). However, for those whose gambling starts to become more of a problem, it can affect both the organisation and other work colleagues. Typically problem gambling at work can lead to many negative “warning signs” such as misuse of time, mysterious disappearances, long lunches, late to work, leaving early from work, unusual vacation patterns, unexplained sick leave, internet and telephone misuse, etc. However, new forms of gambling, such as gambling via the internet or mobile phones at work, means that many of these warning signs are unlikely to be picked up. However, just because problem gambling is difficult to spot does not mean that managers should not include it in risk assessments and/or planning procedures. Listed below are some practical steps that can be taken to help minimise the potential problem.
- Take the issue of gambling seriously. Gambling (in all its many forms) has not been viewed as an occupational issue at any serious level. Managers, in conjunction with Human Resources Departments need to ensure they are aware of the issue and the potential risks it can bring to both their employees and the whole organisation. They also need to be aware that for employees who deal with finances, the consequences for the company should that person be a problem gambler can be very great.
- Raise awareness of gambling issues at work. This can be done through e-mail circulation, leaflets, and posters on general notice boards. Most countries (including the UK) have national and /or local gambling agencies that can supply useful educational literature (including posters). Telephone numbers for these organisations can usually be found in most telephone directories.
- Ask employees to be vigilant. Problem gambling at work can have serious repercussions not only for the individual but also for those employees who befriend a problem gambler, and the organisation itself. Fellow staff members need to know the signs and symptoms of problem gambling. Employee behaviours such as asking to borrow money all the time might be indicative of a gambling problem.
- Give employees access to diagnostic gambling checklists. Make sure that any literature or poster within the workplace includes a self-diagnostic checklist so that employees can check themselves to see if they might have (or be developing) a gambling problem.
- Check internet “bookmarks” of your staff. In some jurisdictions across the world, employers can legally access the e-mails and internet content of their employees. One of the easiest checks is to simply look at an employee’s list of “bookmarked” websites. If they are gambling on the internet regularly, internet gambling sites are almost certainly likely to be bookmarked.
- Develop a “Gambling at Work” policy. As mentioned at the start of this blog, many organisations have policies for behaviours such as smoking or drinking alcohol in the workplace. Employers should develop their own gambling policies by liaison between Human Resource Services and local gambling agencies. A risk assessment policy in relation to gambling would also be helpful.
- Give support to identified problem gamblers. Most large organisations have counselling services and other forms of support for employees who find themselves in difficulties. Problem gambling needs to be treated sympathetically (like other more bona fide addictions such as alcoholism). Employee support services must also be educated about the potential problems of workplace gambling.
Problem gambling can clearly be a hidden activity and the growing availability of internet gambling and mobile phone gambling is making it easier to gamble from the workplace. Thankfully, it would appear that for most people, gambling is not a serious problem. For those whose gambling starts to become more of a problem, it can affect both the organisation and other work colleagues (and in extreme cases cause major problems for the company as a whole). Managers clearly need to have their awareness of this issue raised, and once this has happened, they need to raise awareness of the issue among the work force. Gambling is a social issue, a health issue and an occupational issue. Although not high on the list for most employers, the issues highlighted here suggest that it should at least be on the list somewhere.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2002). Internet gambling in the workplace. In M. Anandarajan & C. Simmers (Eds.). Managing Web Usage in the Workplace: A Social, Ethical and Legal Perspective. pp. 148-167. Hershey, Pennsylvania: Idea Publishing.
Griffiths, M.D. (2002). Occupational health issues concerning Internet use in the workplace. Work and Stress, 16, 283-287.
Griffiths, M.D. (2004). Betting your life on it: Problem gambling has clear health related consequences. British Medical Journal, 329, 1055-1056.
Griffiths, M. D. (2006). Pathological gambling. In T. Plante (Ed.), Abnormal Psychology in the 21st Century (pp. 73-98). New York: Greenwood.
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.
Wardle, H., Moody. A., Spence, S., Orford, J., Volberg, R., Jotangia, D., Griffiths, M.D., Hussey, D. & Dobbie, F. (2011). British Gambling Prevalence Survey 2010. London: The Stationery Office.
Kick-Gas 2: Another look at eproctophilia
Last year in a previous blog I examined eproctophilia (a sexual paraphilia in which people are sexually attracted to flatulence). I noted in that article that there had been no academic or clinical papers published on the topic. However, that is no longer the case as last week I had a case study published on this topic in the Archives of Sexual Behavior. Today’s blog examines this newly published case study of Brad (a pseudonym), a 22-year old single man from Illinois (US). I’ve only selected a few bits from the full case study (so email me if you’d like to read the full account).
Brad first contacted me after he read my previous blog on eproctophilia. I asked Brad about his first experience(s) of eproctophilia. He claimed that compared to other eproctophiles who had “colorful first experiences,” that his experience was “a bit more tame than most, which is disappointing in a way.” Brad recalled that in middle school he had a crush on a particular girl. He thought “she was the most beautiful thing [he] had ever seen.” When talking with his friends, Brad recalled that one of them mentioned that the girl he had a crush on had farted in her science class. As Brad said:
“This blew my mind. Prior to that, I’d never really considered it. I knew by simple biology that girls farted, but hearing that the girl I had been fawning over was capable of such a thing sparked a strange interest in me.”
Brad first engaged in an eproctophile act at around the age of 16 or 17 years of age. He was with a male friend and up to that point he had considered himself as heterosexual. This was until he heard his male friend fart in front of him. Brad recalled:
“It was rather appealing in sound, and I found myself fixating on it. At first, I didn’t want to admit I was into his farting, but eventually I decided to experiment. I set up a bet at some point and intentionally lost, with the wager being the right to fart in the loser’s face for a week. I continued to lose such bets once every few weeks for about two years.”
I asked about his thoughts surrounding eproctophilia. He claimed to “enjoy everything about it” and had experienced it directly.
“I’m not sure how graphic of details you would like, but I have had my face farted on by both men and women, at point blank range. I like the sound and the smell. The ‘worse,’ the better. In terms of sound, I prefer a deep bubbling sound. In terms of smell, I like acrid sulfur. I prefer the farter to be clothed. I don’t particularly like seeing the anus open. It’s not revolting to me, I just prefer fabric for three reasons. Firstly, the sound tends to be better with fabric, particularly jeans or nylons. Second, the smell lingers in cloth, whereas in the nude it is a relatively quick blast of smell. Third, I like the look of butt cheeks better when they are defined by fabric.”
I asked why he preferred sulphurous farts. He said that:
“The more disgusting, the more I like it as it heightens the sense of duality. The more disgusting the fart and the prettier the lady, the more of a schism it is between the societal expectation and the reality. As for men, it’s simply more dominating for it to be a really gross fart than a mild poot.”
I asked Brad whether he was more sexually aroused when engaged in eproctophile sexual activity than when engaged in ‘normal’ sex. He then said that he may be “technically asexual” as he had no desire for actual sex (as he preferred masturbation to sexual intercourse). He was also questioned about the extent to which the eproctiphile acts were masochistic. He responded:
“Sometimes. One of my more common fantasies is receiving a fart as a reward for completing a task. I play video games, for instance, and one includes me helping a girlfriend solve a puzzle in a game. Then, while still playing, she tells me to get ready for my reward and lets one rip. There’s an idea of subservience, not necessarily masochism. An idea of being there without being the focal point, where she lets me smell her farts and rub her feet and cuddle up and such, without fussing too much over me. I enjoy all aspects, really, from the S/M standpoint in which someone dominates me by farting on me, to the subservient aspect of being like a pet or article of furniture in which she isn’t particularly dominating, just coexisting, to the aspect of dominance for myself in which I learn her closely guarded secret of what her farts sound and smell like.”
One of the more interesting things that came from interviewing Brad was that he was very forthright on what he believed about eproctophilia and other people’s perceptions of it. He said:
“Allow me to shed some light on why farting, of all things, is sexually interesting to us. First, let me mention that we are not sexually attracted to flatulence, per se. We are attracted to the person RELEASING the flatulence. Unattractive people farting, to us, is like seeing unattractive people having sex for you…For others, myself included, it is a matter of dualities. Social norm dictates that people in general, particularly females, do not fart in public, for others to hear. To see a beautiful, delicate lady passing wind is a breach of those expectations in a profound manner. That a beautiful woman is capable of producing a “disgusting” sound and smell is what attracts us, and makes us want to experience it. It can also be a matter of humanization. Again, social ideologies tend to place the beautiful, particularly women, on a pedestal of what makes a conceptual or archetypal woman. To hear her pass wind is to hear an admission of humanity, that she is the same as the rest of us. It is to learn her dark secret, the sounds and smells of her uncontrollable biological functions. This is more of a dominant matter, as it is more about wrenching her humanity into focus while society attempts to hide it. Therefore, it is not always a matter of female dominance. However, due to the internet pornography market, most producers choose to follow the dominatrix stereotype, as it is a reliable source of income and a familiar sexy medium.”
Brad was asked if he experienced any sexual pleasure from watching eproctophilia videos (such as those on YouTube). Given that smell is such an important part, I was interested to know whether ‘second-hand’ sources were less arousing. Brad responded that he did get sexual pleasure from watching such films. In fact, he added:
“While smell and the tactile sense of face sitting are important, sound is also another key factor. Being able to see that girls DO fart, or sort of live the fantasy out vicariously, is what I have to do. I suppose vanilla porn could be a good analogy. The physical sensation of sex is obviously very important. People still get aroused watching porn even though they can’t feel it, and I think it’s exactly the same with myself. When watching pornography, it’s more about the thought of it.”
Brad’s account of his early eproctophile experiences are suggestive of behavioural conditioning and/or sexual imprinting – in this case classical conditioning where being sexually aroused by an attractive women is paired with something that is not inherently sexual (in this case, flatulence) and then starts to become an erotic focus in and of itself. Brad also had very specific criteria for the behaviour to be sexually arousing (i.e., the person had to fart while fully clothed as it sounded better, and the smell was longer-lasting, and the farts had to be acrid smelling). Brad saw clear similarities between his interest in eproctophilia and being sexually aroused by watching females defecate (as he specifically noted his coprophilic tendencies in his desire to watch women on the toilet). The co-occurrence of Brad’s eproctophilia with traits of sexual masochism – such as the deliberate losing of a bet so that resulted in Brad being farted upon all week by his male friend – demonstrates that the behaviour has other paraphilic elements. A number of times, Brad mentioned the sadomasochistic elements of the eproctophilic behaviour.
According to a paper in a 2011 issue of the Archives of Sexual Behavior, Dr. Lesley Terry and Dr. Paul Vasey assert that the scientific value of case studies is their utility in highlighting rare phenomena and their role in the generation of new research questions and hypotheses. The eproctophile case presented in my new case study hopefully fulfils these values. Clearly, this is just one case study and Brad is unlikely to be representative of the entire eproctophile community. Other developmental routes into eproctophilia may be possible. Further research is needed to assess the extent to which this case study is representative of eproctophiles more generally, and whether the etiological and developmental pathways are more complex than that described in this instance.
My case study also highlights the importance of the internet in recruitment of people with sexually paraphilic and/or fetishistic behaviour for academic study. Over the last decade, there have been a number of studies that have reported paraphilic behaviour by using online methodologies such as studies into zoophilia, feederism, hypoxyphilia, and sexsomnia. Without the internet, it is unlikely that my latest case study would have come to light. Brad may not have been able to contact me and I would not have been able to carry out the interview online. The online medium appears to be a particularly good medium for collecting data on unusual sexual paraphilias and fetishes as online data collection is much better for collecting sensitive compared to offline methods.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Aggrawal A. (2009). Forensic and medico-legal aspects of sexual crimes and unusual sexual practices. Boca Raton, FL: CRC Press.
Akins, C. K. (2004). The role of Pavlovian conditioning in sexual behavior: A comparative analysis of human and nonhuman animals. International Journal of Comparative Psychology, 17, 241-262.
Griffiths, M. D. (2012). The use of online methodologies in studying paraphilia: A review. Journal of Behavioral Addictions, 1, 143-150.
Griffiths, M.D. (2013). Eproctophilia in a young adult male: A case study. Archives of Sexual Behavior, DOI 10.1007/s10508-013-0156-3
Terry, L. L. & Vasey, P. L. (2011). Feederism in a woman. Archives of Sexual Behavior, 40, 639-645.
Screen play ideas: A speculative look at trends in video game addiction
Gaming addiction has become a topic of increasing research interest. Over the last decade there has been a significant increase in the number of scientific studies examining various aspects of video game addiction. This has resulted in a wide-ranging selection of review papers focusing on different aspects of the topic. These include general literature reviews of video game addiction, reviews of online (as opposed to offline) gaming addiction, reviews of the main methodological issues in studying video game addiction, reviews of structural characteristics and their relationship with video game addiction, reviews of video game addiction treatment, reviews of video game addiction and co-morbidity/convergence with other addictions such as gambling addiction and Internet addiction, and miscellaneous review papers on very specific aspects of video game addictions such as social responsibility, screening instruments, or reviews refuting that video game addiction even exists.
Furthermore, the amount and the quality of research in the gaming addiction field has progressed much over the last decade but is still in its infancy compared to other more established behavioural addictions, such as pathological gambling. Today’s blog briefly provides a considered (and somewhat speculative) examination of what might happen in the gaming addiction field from a number of different standpoints (e.g., methodological, conceptual, technological). These are taken from a paper I recently published in Current Psychiatry Reviews with Dr. Daniel King (University of Adelaide, Australia) and Daria Kuss (Nottingham Trent University, UK). These trends were loosely modeled on a 2011 paper I wrote on the technological trends in gambling and published in Casino and Gaming International.
- There is likely to be an even bigger increase in empirical research into problematic video game playing and video game addiction. This will of course be dependent on both appropriate funding streams and/or whether gaming addiction ends up being included in future psychiatric disorder classifications (e.g., Diagnostic and Statistical Manual, International Classification of Diseases, etc.). Future research is likely to include more epidemiological and/or general population data on media use, leading to better insights into the onset and course of problematic video game play and addiction.
- Given the many different screening instruments that have been developed over the last decade, there is likely to be a refinement of video game addiction measures and greater consensus on its conceptualization, either as a single disorder and/or incorporated into other known disorders (e.g., impulse control disorder). This is also likely to lead to improved assessment tools based on such conceptualization(s).
- Measures of gaming use and subsequent behaviour are likely to diversify in terms of media use, including social networking sites (SNS) and associated Internet resources. Already, games such as Call of Duty and Battlefield 3 are being released with their own SNS (e.g., COD Elite) that track player behaviour and provide feedback to players as to how to improve their game (thus functionally reinforcing video game play and thus have implications for excessive and/or potentially addictive play).
- Given the pressure on media enterprises to ‘monetize’ their business and look for different revenue streams, there is likely to be even greater media convergence between gaming and other more profit-making activities such as gambling. Given the well established addictive potential of gambling, this may also have implications for the incidence of video game addiction.
- Gaming on the move is likely to be a big growth area that may have implications for excessive gaming via ‘convenience’ hardware such as handheld gaming consoles, PDA devices, mobile phones, tablet computers, and MP3 players.
- Given the fact that the Internet is gender-neutral, there is likely to be increasing feminization of gaming where increasing numbers of females not only engage in the playing of online games, but also develop problems as a result. Casual gaming online is already popular among females. However, the biggest difference between male and female gaming is likely to be content-based (e.g., males may prefer competitive type gaming experiences whereas females may prefer co-operative type gaming experiences).
- Given the increasing number of research teams in the gambling field being given direct access to gambling companies behavioural tracking data, there is likely to be an increasing number of such collaborations in the gaming studies field.
- Given the increased importance of additional research into the structural and situational characteristics of consumptive behaviours (e.g., smoking nicotine, drinking alcohol, gambling, etc.), it is likely that research on design features within games and their psychological impact (including potential addiction) will increase as well. Such research has already begun (including quite a few studies by our gaming research unit).
- As the diagnosis of video game addiction becomes more legitimate in psychiatric and medical circles, it will lead to better randomized control trials on interventions for problematic video game play than the ones already carried out. There is also likely to be an increase in the online medium itself being used as a treatment channel. The reasons that people like to engage in some online leisure activities (i.e., the fact that the online environment is non-face-to-face, convenient, accessible, affordable, anonymous, non-threatening, non-alienating, non-stigmatizing, etc.) may also be the very same reasons why people would want to seek advice, help and treatment online rather than in face-to-face situations.
Based on our review paper there are several noticeable trends that can be drawn from our recent reviews of problematic video game play and video game addiction.
- There has been a significant increase in empirical research decade by decade since the early 1980s.
- There has been a noticeable (and arguably strategic) shift in researching the mode of video game play. In the 1980s, research mainly concerned ‘pay-to-play’ arcade video games. In the 1990s, research mainly concerned stand alone (offline) video games played at home on consoles, PCs or handheld devices. In the 2000s, research mainly concerned online massively multiplayer video games.
- There has been a noticeable shift in how data are collected. Up until the early 2000s, data about video game behaviour was typically collected face-to-face, whereas contemporary studies collect data online, strategically targeting online forums where gamers are known to (virtually) congregate. These samples are typically self-selecting and (by default) unrepresentative of the general population. Therefore, generalization is almost always one of the methodological shortcomings of this data collection approach.
- Survey study sample sizes have generally increased. In the 1980s and 1990s, sample sizes were typically in the low hundreds. In the 2000s, sample sizes in their thousands – even if unrepresentative – are not uncommon.
- There has been a diversification in the way data are collected including experiments, physiological investigations, secondary analysis of existing data (such as that collected from online forums), and behavioural tracking studies.
- There has been increased research on adult (i.e., non-child and non-adolescent) samples reflecting the fact that the demographics of gaming have changed.
- There has been increasing sophistication in relation to issues concerning assessment and measurement of problematic video game play and video game addiction. In the last few years, instruments have been developed that have more robust psychometric properties in terms of reliability and validity. However, there are still some concerns as many of the most widely used screening instruments were adapted from adult screens and much of the video game literature has examined children and adolescents. In other papers I have co-written with Dr. King, we have asserted that to enable future advances in the development and testing of interventions for video game-related problems, there must be some consensus among clinicians and researchers as to the precise classification of these problems. (In fact, we’ve just had a major review paper accepted on assessing video game addiction in Clinical Psychology Review which I examined in a previous blog).
Clearly, there exist a number of gaps in current understanding of problematic video game play and video game addiction. There is a need for epidemiological research to determine the incidence and prevalence of clinically significant problems associated with video game play in the broader population. There are too few clinical studies that describe the unique features and symptoms of problematic video game play and/or video game addiction. While the current empirical base is relatively small, gaming addiction has become a more mainstream area for psychological and psychiatric research and is likely to become an area of significant importance given the widespread popularity of gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Daria Kuss and Daniel King
Further reading
Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.
Griffiths, M.D. (2011). Technological trends and the psychosocial impact on gambling. Casino and Gaming International, 7(1), 77-80.
Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2009). The psychological study of video game players: Methodological challenges and practical advice. International Journal of Mental Health and Addiction, 7, 555-562.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90-106.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The role of structural characteristics in problem video game playing: A review. Cyberpsychology: Journal of Psychosocial Research on Cyberspace. Located at: http://www.cyberpsychology.eu/view.php?cisloclanku=2010041401&article=6.
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.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Cognitive behavioural therapy for problematic video game players: Conceptual considerations and practice issues. Journal of CyberTherapy and Rehabilitstion, 3, 261-273.
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). Clinical interventions for technology-based problems: Excessive Internet and video game use. Journal of Cognitive Psychotherapy: An International Quarterly, 26, 43-56.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.
King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S. &, Griffiths, M.D. (2013). Psychometric assessment of pathological video-gaming: A systematic review. Clinical Psychology Review, 33, 331-342.