Category Archives: Technology

Teaming with gain: Are daily fantasy sports a form of gambling?

Fantasy sports games have been popular for many years and involves individuals assuming the role of a professional sports team manager (typically football) and assembling a virtual team of sportsmen to compete against other players within a private or public league. For decades, the game was played out across the whole season with the winners being those that had accumulated the most points (with the points gained being based on the real-life statistics of individual sportsmen using a predetermined scoring system).

However, fantasy sports have changed dramatically over the last few years. Although the game can still be played over a whole season, the playing of daily fantasy sports (DFS) has become increasing popular (particularly in countries such as the USA, Canada, and Australia) and can operate over much shorter time periods. In DFS, players can pay to play and this has led to the blurring of lines of whether the activity is a game or whether it is gambling. As Dr. Dylan Pickering and his colleagues noted in a 2016 issue of Current Addiction Reports:

“Daily fantasy sports (DFS) is the most recent and controversial of FS games…It is an accelerated version of FS conducted over much shorter time periods: generally a single game (per day) or weekly round of competition. Users pay entry fees ranging from US 25 cents to US $5000 per league, which is deposited into a prize pool typically paid out to the highest ranked users in the contest. A portion of the entry fees also goes to the operator as commission. Accordingly, DFS, as such, is most associated with wagering. Currently, the US DFS market is dominated by ‘FanDuel’ and ‘DraftKings’ (combined with about 95 % of the market)”.

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According to figures in the same paper, in the USA, the fantasy sports (FS) market is currently estimated to be between $3 billion and $4 billion. In 2015, approximately 57 million Americans played FS. Research suggests that the prevalence rates are higher in North America than elsewhere with 19% of Canadian adults and 16% of American adults engaging in FS compared to 10% of British adults and 6% of Australian adults (Pickering et al., 2016). However, these figures relate to FS rather than DFS and many FS players do not pay money to participate in the game and simply play for fun. Some research by Dr. Joris Drayer and colleagues in a 2013 issue of the European Sport Management Quarterly also suggests that those who engage in playing DFS do not typically engage in other forms of gambling. Furthermore, in a 2011 issue of Journal of Sport Management, Dr. Brendan Dwyer and Dr. Yongjae Kim reported that compared to more traditional forms of gambling, the elements of fun, excitement, competition play a bigger role than winning money in the playing of DFS games.

A study carried out by Dr. Ryan Martin and Dr. Sarah Nelson published in a 2014 issue of Addictive Behaviors found that college students who were FS users (free and fee-based) were five times more likely to incur gambling problems than non-FS users, and students who played FS for money had significantly higher rates of gambling problems than those who played in free leagues. A more recent 2016 study by Loredana Marchica and Dr. Jeff Derevensky in the International Journal of Mental Health and Addiction examined data from national surveys of collegiate athletes and reported a steady rise in FS participation among college students between 2004 and 2012. They reported that approximately half of the male and a quarter of the female college athletes who qualified as at-risk or problem gamblers also reported wagering on FS.

There has been much debate (particularly by US legislators) as to whether playing DFS for money is classed as a legitimate form of gambling. If gambling is defined as “an agreement between two or more parties to deliberately stake something of value (typically money) with intent to profit on the outcome of an event that is determined wholly, or partially by chance” (by Pickering and colleagues), then DFS could well be a form of gambling as they argue:

“DFS can be construed as representing a form of gambling: (a) DFS includes an agreement between an individual and others, (b) money is staked on the relative performances of athletes across a certain number of sporting events with the outcome determined by both chance and skill, and (c) chance is involved given that multiple unknown factors can influence outcomes. In this regard, similarities are found in horse and sports wagering where some skill in selecting horse/sports outcomes is present, but unpredictable variables influence results (i.e., chance)…Literature from the legal field asserts that gambling must contain three elements: (a) consideration (staking something of value in order to participate), (b) chance (luck is a substantial factor in determining results), and (c) prizes (cash, merchandise, services, or points) are redeemable…While the first and third elements are clearly present in DFS, the second element, chance, is the source of current disagreement”.

The US legislation on gambling rests on whether an activity is more skill than chance determined. If DFS is predominantly a game of skill it is not deemed to be a form of gambling. The DFS operators claim that DFS games are not gambling because of the “substantial” amount of skill involved in the selection and management of FS teams. But is this any different for the professional gambler who bets on horse racing given the many factors that the person gambling has to take into account (the form of the horse, the skill of the jockey, the weather conditions, the state of the track, the number of other horses involved in the race, etc.). Similarly, poker and blackjack are both games that players can win big if they are skilful. Personally, I believe that playing DFS games for money is definitely a form of gambling, and even if it isn’t legally classed as a form of gambling, the games contain structural elements (including high event frequencies, low entry fee per game, lots of games, etc.) that can facilitate excessive use and expose vulnerable players to harm. DFS operators also allow team line-ups from a previous sporting event to populate other events which increases the speed of play, another factor that can facilitate habitual use. Furthermore, as Dr. Samantha Thomas and her colleagues argued in a recent 2015 report, the enhanced participatory role that fantasy games introduce could facilitate the illusion of control as they perform actions, making bettors overestimate the importance of skills and knowledge for the outcome of the competitions.

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

Further reading

Drayer, J., Dwyer, B., & Shapiro, S. L. (2013). Examining the impact of league entry fees on online fantasy sport participation and league consumption. European Sport Management Quarterly, 13(3), 339-335.

Dwyer, B., & Kim, Y. (2011). For love or money: Developing and validating a motivational scale for fantasy football participation. Journal of Sport Management, 25(1), 70-83.

Marchica, L., & Derevensky, J. (2016). Fantasy sports: A growing concern among college student-athletes. International Journal of Mental Health and Addiction, 1-15. Epub ahead of print.

Martin, R. J., & Nelson, S. (2014). Fantasy sports, real money: Exploration of the relationship between fantasy sports participation and gambling-related problems. Addictive Behaviors, 39(10), 1377-138.

Pickering, D., Blaszczynski, A., Hartmann, M., & Keen, B. (2016). Fantasy sports: Skill, gambling, or are these irrelevant issues? Current Addiction Reports, 3(3), 307-313.

Thomas, S., Bestman, A., Pitt, H., Deans, E., Randle, M., Stoneham, M., & Daube, M. (2015). The marketing of wagering on social media: An analysis of promotional content on YouTube, Twitter and Facebook. Victoria, Australia: Victorian Responsible Gambling Foundation.

Net bets: What makes betting online attractive to gamblers?

Over the past two decades I have carried out a lot of research on what factors are important in attracting people to engaging in online activities such as online video gaming, online gambling, online shopping, and online sex. Research has shown that virtual environments have the potential to provide short-term comfort, excitement and/or distraction – all of which can be highly reinforcing to internet users. My research has consistently shown that there are many generic factors that facilitate online use including accessibility, anonymity, affordability, convenience, escape, immersion, interactivity, disinhibition, and simulation. Today’s blog briefly examines these factors.

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Accessibility Access to the Internet is now commonplace and widespread, and can be done easily from the home, the workplace and (via mobile gambling) on the move. Given that the uptake of consumptive behaviours is strongly correlated with increased access to the activity, it is not surprising that the incidence of activities like online gambling and online gaming is slowly increasing across different populations across the world. Fundamentally, increased accessibility of these activities enables the individual to rationalize involvement by removing previously restrictive barriers such as time constraints emanating from occupational and social commitments.

Anonymity – The anonymity of the Internet allows users to privately engage in such activities as sex and gambling without the fear of stigma. This anonymity can also provide the user with a greater sense of perceived control over the content, tone, and nature of the online experience. Anonymity also has the capacity to increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit – particularly when losing – as no-one will actually see the face of the loser. Anonymity, like increased accessibility, may reduce social barriers to engaging in gambling, particularly skill-based gambling activities such as poker that are relatively complex and often possess tacit social etiquette. The potential discomfort of committing a structural or social faux-pas in the gambling environment because of inexperience is minimized because the individual’s identity remains concealed.

Affordability – Given the wide accessibility of the Internet, it is now relatively inexpensive to use online services on offer. Furthermore, the overall cost of has been reduced significantly through technological developments, again, rendering affordability less of a restrictive force when it comes to rationalizing involvement in the behaviour. For example, the saturation of online gambling industry has lead to increased competition, and the consumer is benefiting from the ensuing promotional offers and discounts available on gambling outlay. Regarding interactive wagering, the emergence of peer-to-peer gambling through the introduction of betting exchanges has provided punters with commission free sporting gambling odds, which in effect means the player needs to risk less money to obtain potential revenue. Finally, ancillary costs of face-to-face gambling, such as parking, tipping and purchasing refreshments, is removed when gambling within the home and therefore the overall cost of gambling is reduced making it more affordable.

Convenience – Online behaviours usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours. For the internet user, not having to move from their home or their workplace is of great positive benefit and increases the attractiveness of online activities compared to offline activities.

Escape – For some internet users, the primary reinforcement to engage in an online behaviour is the gratification they experience online. However, the experience of activities like online gambling, online gaming and/or online sex may be reinforced through a subjectively and/or objectively experienced ‘high’ or positive change in mood state. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. In short, online activities can provide a potent escape from the stresses and strains of real life.

Immersion – The medium of the Internet can provide feelings of dissociation and immersion and may facilitate feelings of escape (see above). Immersion can produce lots of different types of feelings that may be reinforcing for the internet user such as losing track of time, feeling like you’re someone else, and being in a trance like state.

Interactivity – The interactivity component of the Internet can also be psychologically rewarding and different from other more passive forms of entertainment (e.g., television). The interactive nature of the Internet can therefore provide a convenient way of increasing such personal involvement that can – in online situations – lead to increased online use. Furthermore, the alternative methods of peer interaction are available within interactive online activities that retain the socially reinforcing aspects of the behaviour. Individuals can communicate via computer-mediated communication in most online activities (including gambling and gaming).

Disinhibition – The feeling of disinhibition is one of the Internet’s key appeals as there is little doubt that the Internet makes people less inhibited when they are online. Online users appear to open up more quickly online compared to offline situations and reveal themselves emotionally much faster than in the offline world. This has been referred to by Dr. John Suler as ‘hyperpersonal communication’. According to Dr. Suler, this occurs because of four features of online communication: 

  • The communicators usually share social categories so will perceive each other as similar (e.g., all online poker players)
  • The message sender can present themselves in a positive light, and so may be more confident
  • The format of online interaction (e.g., there are no other distractions, users can spend time composing messages, mix social and task messages, users don’t waste cognitive resources by answering immediately)
  • The communication medium provides a feedback loop whereby initial impressions are built upon and strengthened.

Simulation – Finally, simulations provide an ideal way in which to learn about something and which tends not to have any of the possible negative consequences. For instance, most online gambling sites have a practice mode format, where potential gamblers can place a non-monetary bet in order to see and practice the procedure of gambling on that site. Furthermore, gambling in practice modes can build self-efficacy and potentially increase perceptions of control in determining gambling outcomes motivating participation in their ‘real cash’ counterparts within the site.

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

Further reading

Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.

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

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

Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment (pp. 91-111). New York: Wiley.

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

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

Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.

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

Griffiths M.D. & Szabo, A. (2014). Is excessive online usage a function of medium or activity? An empirical pilot study. Journal of Behavioral Addictions, 3, 74–77.

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

Kuss, D. & Griffiths, M.D. (2012).  Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753. Pennsylvania: IGI Global

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.

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

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.

Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.

Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.

Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7, 321-326.

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

Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.

Working while lurking: A brief look at participant observation in online forums

In offline situations, many social science researchers have employed ethnographic methods as a means of understanding and describing different culture and behaviours. However, ethnographic methods can also be used online for studying various types of excessive behaviour. For instance, I argued in a 2010 paper in the International Journal of Mental Health and Addiction that by being online, gaming researchers have the capacity to become a part of the phenomenon that is being studied. Recently, I along with a number of my research colleagues at Nottingham Trent University, published a paper in Studia Psychologia that online forums are providing a new and innovative methodology for data collection in the social sciences.

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For those who don’t know, ethnography focuses on accounting for the actions and intentions of the studied social agents, and outlining how such behaviour is rationalized and understood by the wider group. Traditionally derived from anthropology, ethnography aims at studying people and their behaviours and cultures within their socio-cultural contexts. Behaviours and communications are engulfed with meaning by being situated within the field site. What is needed on behalf of the researcher is what Dr. Clifford Geertz described as the production of a “thick description” of what takes place in these field sites to discern the latter’s contextualized meaning.

When it comes to virtual (i.e., online) ethnography, it is important to notice that while in-person ethnography is constrained by the laws of the physical world where the researcher needs to interact with the participants, online ethnography or as Dr. Robert Kozinets calls it in his 2010 book about online ethnography – “netnography” – can be done in a more unobtrusive way without the need to interact with the participants. Lurking is a possibility that Dr. Kozinets describes as opening a “window into naturally occurring behaviour” without the interference of the researcher.

Virtual ethnography takes the idea of participant observation a step further by challenging the notion of a geographically bound and relatively stagnant field site by replacing it with the virtual sphere that has no set boundaries. In this respect, virtual ethnography is what Dr. Christine Hine says “ethnography in, of and through the virtual”. The Internet is used as place, topic and means of research. It is an important qualitative online methodology and has been used in a variety of different research endeavours, including the studies of people’s explorations of multi-layered identities on the Internet, different levels of online experience, and playing Massively Multiplayer Online Role-Playing Games such as Everquest.

There are a number of principles that underlie virtual ethnography. Ethnographers must immerse themselves in the (virtual) field site in order to gain an in depth insight into why and how interactions take place and what they mean within the context of the respective virtual sphere. However, the relationship of the latter’s agents to their real (embodied) lives cannot be disregarded. The online space is a space ‘in between’ that is connected to the world outside of the Internet. Therefore, virtual ethnography is but a partial study and cannot deliver a full account of what it sets out to study. It can never be a holistic approach. Nevertheless, this is aided by the researchers who must be reflexive about what they experience, and about the method they use. The involvement of the researcher and the researcher’s interpretation of the actions and communications that occur within the virtual field site are integral to this type of research. In addition to this, the technology of the Internet itself is essential because it provides the tools for, the objects and the context of analysis.

Given the wide variety of advantages of and important insights virtual ethnography can offer for the researcher, potential disadvantages also need to be taken into consideration. The researchers’ active participation in the field site offers them the possibility of in-depth insights that would not be possible without their involvement. However, at the same time, they might lose their critical distance towards the object of their study. Sacrificing some critical distance therefore is a trade-off for in the collection of invaluable and profound data. As Dr. Christine Hine notes, these data are necessarily biased by the researchers’ experience and perception of online interactions in the respective realm that, due to their immersion, is knowledgeable and familiar.

Dr. Adrian Parke and I applied online ethnography to the study of poker skill development within online poker forums, and published our findings in a 2011 issue of the International Journal of Cyber Behavior, Psychology and Learning. Our study was a virtual ethnographical research design looking at how poker gamblers utilized computer-mediated communication (CMC) to develop their poker skill and profitability, and to examine the factors associated with problem gambling. The study was a six-month participant observational analysis of two independent online poker forums. Dr. Parke participated in poker gambling during the entire study period and used strategies proposed from forum members to develop poker ability. This approach provided an insider’s perspective into how skill development through CMC affects poker gambling behaviour.

We generated forum discussions regarding specific behavioural concepts and cognitive processes based on accumulative analysis of emergent data from the online poker players. Forum interaction was observed, monitored and analyzed through traditional content analytic methods. Membership and participation in such online community forums provided poker players the opportunity to benefit from the consequences of reporting gambling experience and acquiring both poker gambling structural knowledge and skill.

One of the key advantages of data collection via online forums is that it can provide a detailed record of events that can be revisited after the event itself has finished. Furthermore, screen captures can be taken and used as examples or related back to the data collected – something that has been used in the gaming studies field (and outlined in a 2007 paper I published with Dr. Richard Wood in the International Journal of Mental Health and Addiction). Study findings can be posted on bulletin boards and participants have the opportunity to comment on their accuracy or comment on any other observations that they may have. This also helps to empower the participant and can prevent misrepresentation.

Given the increase in the number of hours we now spend online every day, carrying out research online is going to become an ever more popular (and useful).

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

Further reading

Geertz, C. (1973). The interpretation of cultures: Selected essays. London: Fontana Press. 

Griffiths, M.D. (2010). The use of online methodologies in data collection for gambling and gaming addictions. International Journal of Mental Health and Addiction, 8, 8-20.

Griffiths, M.D., Lewis, A., Ortiz de Gortari, A.B. & Kuss, D.J. (2016). Online forums and blogs: A new and innovative methodology for data collection. Studia Psychologica, in press.

Hine, C. (Ed.). (2005). Virtual methods. Issues in social research on the Internet. Oxford, UK: Berg.

Hine, C. (2000). Virtual ethnography. London: Sage.

Kozinets, R.V. (2010). Netnography. Doing ethnographic Research Online. Sage: London.

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.

Wood, R.T.A. & Griffiths, M.D. (2007). Online data collection from gamblers: Methodological issues. International Journal of Mental Health and Addiction, 5, 151-163.

Wood, R.T.A., Griffiths, M.D. & Eatough, V. (2004). Online data collection from videogame players: Methodological issues. CyberPsychology and Behavior, 7, 511-518.

Market forces: Does gambling advertising increase problem gambling?

Anyone who watched the Euro 2016 football tournament on ITV a couple of months ago will have noticed the many offers to gamble on the matches. You were encouraged to download the bookies’ mobile apps, or asked to bet-in-play and gamble responsibly. But how do we respond to gambling ads? Do they actually draw us in? Arguably the most noticeable change in the British gambling landscape since the Gambling Act came into force in September 2007 has been the large increase in gambling advertising on television. Prior to this, the only gambling ads allowed on TV were those for National Lottery products, bingo, and the football pools.

In 2013, Ofcom published their research examining the volume, scheduling, frequency and exposure of gambling advertising on British television. The findings showed that there had been a 600% increase in UK gambling advertising between 2006 and 2012 – more specifically, there were 1.39m adverts on television in 2012 compared to 152,000 in 2006. The report also showed that gambling adverts accounted for 4.1% of all advertising seen by viewers in 2012, up from 0.5% in 2006 and 1.7% in 2008.

So is the large increase having any effect on gambling and problem gambling? In 2007, prior to there being widespread gambling ads on TV, the British Gambling Prevalence Survey (BGPS) of over 9,000 people (aged 16 years and over) reported that 0.6% of them were problem gamblers. In the 2010 BGPS, the problem gambling prevalence rate had increased by half to 0.9%. Some of this increase may, arguably, have been due to increased gambling advertising. However, the latest British survey research shows that the prevalence of problem gambling is back down (to 0.5%), so perhaps increased gambling advertising hasn’t resulted in an increase of problem gambling.

Surprisingly, there is relatively little scientific evidence that advertising directly influences gambling participation and problem gambling. This is partly because demonstrating empirically that the negative effects of gambling are solely attributable to advertising is hard. For instance, a study of 1,500 people in New Zealand by Ben Amey, a governmental social science researcher at the Ministry of Internal Affairs, reported an association between participation in gambling activities and recall of gambling advertising. The study fund that over 12 months, 83% of people who had gambled between zero and three times remembered seeing gambling ads during that time. For people that had gambled four or more times, the figure was at 93%.

Last year, research colleagues from the University of Bergen in Norway and I published one of the largest studies carried out on gambling advertising. It involved more than 6,000 people and examined three specific dimensions of gambling advertising impacts: gambling-related attitudes, interest, and behavior (“involvement”); knowledge about gambling options and providers (“knowledge”); and the degree to which people are aware of gambling advertising (“awareness”). Overall, we found that impacts were strongest for the “knowledge” dimension. We also found that for all three dimensions, the impact increased with the level of advertising exposure.

We then compared the responses from problem gamblers against those of recreational (non-problem) gamblers. We found that problem gamblers were more likely than recreational gamblers to agree that gambling advertising increased their gambling involvement and knowledge, and that they were more aware of gambling advertising. In simple terms, our study showed that gambling advertising has a greater impact on problem gamblers than recreational gamblers. This indirectly supports previous research showing that problem gamblers often mention that gambling advertising acts as a trigger to their gambling.

We also found that younger gamblers were more likely than older ones to agree that advertising increased their gambling involvement and knowledge. This supports previous research showing that problem gambling is associated with stronger perceived advertising impacts among adolescents. One of the more worrying statistics reported in the Ofcom study was that children under 16 years of age were each exposed to an average of 211 gambling adverts a year (adults saw an average of 630). I am a firm believer that gambling is an adult activity and that gambling adverts should be shown only after the 9pm watershed. Unfortunately, all televised sporting events such as Euro 2016 can feature gambling ads at any time of the day, and that means that tens of thousands of schoolchildren have been bombarded with gambling ads over the last month.

Most of us who work in the field of responsible gambling agree that advertising “normalises” gambling and that all relevant governmental gambling regulatory agencies should prohibit aggressive advertising strategies, especially those that target impoverished individuals or youths. Most of the research data on gambling advertising uses self-report data (surveys, focus groups, interviews, etc.) and very little of these data provide an insight into the relationship between advertising and problem gambling. A review by the British lawyer Simon Planzer and Heather Wardle (the lead author of the last two BGPS surveys) concluded that gambling advertising is an environmental factor that has the power to shape attitudes and behaviours relating to gambling – but just how powerful it is remains unclear.

Overall, the small body of research on the relationship between gambling advertising and problem gambling has few definitive conclusions. If gambling advertising does have an effect, it appears to impact specific groups (such as problem gamblers and adolescents) but most of this research uses self-reported data that has been shown to be unreliable among gamblers.

At best, the scientific research only hints at the potential dangers of gambling ads. But in order to challenge the increasing normalisation of gambling among these most-at-risk groups, we need more robust evidence. Only then will we be able to understand the psychosocial impact of the kind of blanket advertising seen by children and adults during major sporting events such as Euro 2016.

(N.B. A version of this article was first published in The Conversation)

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

Further reading

Griffiths, M.D. (1997). Children and gambling: The effect of television coverage and advertising. Media Education Journal, 22, 25-27.

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

Griffiths, M.D. (2010). Media and advertising influences on adolescent risk behaviour. Education and Health, 28(1), 2-5.

Griffiths, M.D. (2010). Social responsibility in marketing for online gaming affiliates. i-Gaming Business Affiliate, June/July, p.32.

Griffiths, M.D. (2013). Responsible marketing and advertising of gambling. i-Gaming Business Affiliate, August/September, 50.

Hanss, D., Mentzoni, R.A., Griffiths, M.D., & Pallesen, S. (2015). The impact of gambling advertising: Problem gamblers report stronger impacts on involvement, knowledge, and awareness than recreational gamblers. Psychology of Addictive Behaviors, 29, 483-491.

Lopez-Gonzalez, H. & Griffiths, M.D. (2016). Is European online gambling regulation adequately addressing in-play betting advertising? Gaming Law Review and Economics, in press.

Reid, J. & Griffiths, M.D. (2004). Lotteries, television advertising, and televised lottery draws, Panorama (European State Lotteries and Toto Association), 15, 8-9.

Zangeneh, M., Griffiths, M.D. & Parke, J. (2008). The marketing of gambling. In Zangeneh, M., Blaszczynski, A., and Turner, N. (Eds.), In The Pursuit Of Winning (pp. 135-153). New York: Springer.

Test augmentation: 10 reasons why ‘Pokémon Go’ is so appealing

“Pokémon Go is a free-to-play location-based augmented reality mobile game developed…Making use of GPS and the camera of compatible devices, the game allows players to capture, battle, and train virtual creatures, called Pokémon [pocket monsters] who appear on device screens as though in the real world. The game is free-to-play, although it supports in-app purchases of additional gameplay items” (Wikipedia, 2016)

Unless you’re news-shy, off-grid, and/or a hermit, you can’t fail to have noticed all the media hype surrounding Pokémon Go. My youngest son and seemingly all of is friends have been out and about enjoying playing the latest gaming phenomenon. A lot of the press stories that I have read concentrate on the allegedly ‘addictive’ properties of the game (see ‘Further reading’ below). But what makes Pokémon Go such an appealing game? Here are my top ten reasons:

(1) It’s a popular franchise with a novel twist

Pokémon is a huge franchise with lots of associated spin-offs (animates films, carton television show, card games, figures to collect, etc.). And unlike some franchises, it’s a game that appears to be popular across age and gender but various aspects of the game (such as the use of augmented reality) give the game a novel twist on most other games (by utilizing real-world locations in which players explore their neighbourhood locality or wherever they happen to be).

(2) It’s fun, free to play, easy to play, and easy to access

Unlike many popular games, you don’t need a dedicated console to play the game. There is little in the way of barriers to entry. Anyone who has a smartphone can download Pokémon Go and it can be played anywhere at any time because it is played on a mobile device in which players try to catch Pokémon at specific locations (‘PokéStops’). This means that the number of potential users is huge, even in comparison to console games. In addition, there are no complicated buttons to press or controls to use. Most importantly it’s fun and free to play (but players can buy in-game items, an area that I’ve done a bit of research on which I outlined in a previous blog).

(3) It’s nostalgic and a ‘blast from the past’

Pokémon Go features many of the early ‘classic’ Pokémon characters (the ones that you could name in a pub quiz) hailing back to the 1990s. As well as attracting new and younger players, adults who loved Pokémon as a child or teenager can now re-live some of their childhood and adolescence. In short, some players can experience something new yet familiar. A research review carried out by Dr. Constantine Sedikides and Dr. Tim Wildschut demonstrated that “nostalgia has remarkable implications for one’s future. It strengthens approach orientation, raises optimism, evokes inspiration, boosts creativity, and kindles prosociality. Far from reflecting escapism from the present, nostalgia potentiates an attainable future”. A number of online articles coomenting on the popularity of Pokémon have included quotes about the game’s nostalgic element from Dr. Jamie Madigan (author of the 2015 book Getting Gamers: The Psychology of Video Games and Their Impact on People Who Play Them). He asserted that if nostalgia is in play, and it evokes this positive emotion…our brain can substitute the question, ‘Does this make me happy’ for ‘Is this a good game?’”

(4) It’s a social game (if you want it to be)

Back in the early and mid-2000s I published a number of studies showing that the most important reason for playing online multiplayer games was for social reasons and to connect and interact with other players. The great think about Pokémon Go is that meeting other players face-to-face is almost inevitable as the game is played outside and on the move, and it’s easy to spot other like-minded players. People can make new friendships or consolidate existing ones. Players talk to each other and can share their experiences. Some may even have shared memories that plugs into feelings of nostalgia. However, Pokémon Go players (if they so wish) can play on their own too. The game is flexible enough to adapt to the player.

(5) It features augmented reality

One of the defining features of Pokémon Go is that augmented reality is a fundamental (and arguably the main) part of the game. Augmented reality (AR) is defined as “a live direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS [global positioning system] data”. Pokémon Go has successfully managed to embed AR into the game which some players claim makes characters feel “more alive”. An article on the phenomenon in Time magazine said that Pokémon Go provides “the illusion that wild Pokémon are out there in the real world, waiting to be caught”. There are also some claims (such as a paper by Dr. Keith Bujak and his colleagues in a paper published in a 2013 issue of the journal Computers and Education) that augmented reality can be potentially addictive. The authors claim that children are most at risk from AR addiction and assert that:

“Augmented reality does not separate the user from his reality but instead uses it and realistically transforms it…This effect can cause a high degree of surprise and curiosity in users”.

(6) It’s motivating

Any one who plays videogames or researches in the area knows that successful games have to be motivating to play. Rewards within Pokémon Go help players to foster achievement, and achieving goals within the game drives motivation. As an article on the Keep It Suitable website noted: “The self-confidence that arises from the achievement of a goal – catching a Pikachu – motivates people to play more and more…and ‘Pokémon Go’ players are indeed very motivated…The ease with which the reward comes every time your phone buzzes, alerting you that a Pokémon is nearby, is very basic psychological conditioning”.

(7) It involves collecting

In a number of my previous blogs I have written about the psychology of collecting and this also appears to be one of the attractions concerning all things Pokémon (in fact the Pokémon mantra has always been “Gotta catch ‘em all”). In my articles I have always referenced the work of Professor Russell Belk who has written a lot of books and papers on the topic. He was interviewed by Forbes magazine on the topic of Pokémon Go. The Forbes article noted:

“In a 1991 article published in the ‘Journal of Social Behavior and Personality’, Belk described two main types of collecting: aesthetic and taxonomic. Aesthetic collecting occurs when objects aren’t in limited supply and so adding things to your collection depends on personal preferences. This includes artwork, but not pocket monsters. ‘I expect no matter how beautiful or ugly the Pokémon is, there’s relatively little aesthetic judgment,” says Belk…’You want them all — or as many as possible’. Collecting Pokémon is a lot like building a coin or stamp collection. It involves taxonomy – the process of naming and classifying things into groups. Taxonomic collecting can end temporarily but continue later: the original Game Boy games (Pokémon Red and Pokémon Blue) featured 151 monster ‘species,’ but sequels have pushed that number over 700. If ‘Pokémon Go’ remains popular and profitable in the long term, the app’s developer will no doubt add new species. Belk adds that the desire to collect isn’t driven by a need to complete a collection. ‘You’re not striving for that closure as much as striving for bigger and better collections…That implies some social comparisons – that your collection is in some sense better than theirs.”

In the same article, reference was also made to a just published literature review (‘Extended self and the digital world’) by Professor Belk in the journal Current Opinion in Psychology. In the paper Belk claims collecting has now gone beyond physical items and can now include the collecting of digital artefacts. As Belk notes:

“Collecting digital objects can have advantages over physical possessions. While coins and stamps are kept in cabinets at home, you can store an entire collection of ‘Pokémon’ on your phone to show friends…One reason why ‘Pokémon Go’ is so popular is that it puts digital monsters in the real world. Like finding a rare book in an antique shop, this turns the discovery of Pokémon — the challenge or thrill of the chase — into a story. With augmented reality, they’ve made the ‘thrill of the hunt’ in a version where you can tweet about it, you can post about it on your website, you can carry around images of the Pokémon that you’ve collected…That’s a conversation piece, and something you can carry with you or brag about online.”

(8) It gets people active without them really knowing it

A number of articles on Pokémon Go have noted that playing the game has meant players having to go outdoors and walk miles to catch the Pokémon. In short, if you want to do well in the game, you have to get out the house and do some exercise. As one article summed up on this aspect: ‘The running meme is that Pokémon Go managed to do in 24 hours what Michelle Obama could not manage over the course of 8 years: get people outside and active…It turns out gamification of healthy activities can be done and that’s potentially a huge win for the gaming subset of our society that doesn’t exactly have the healthiest track record”. Personally, I’m not convinced that Pokémon Go is as good as more traditional ‘exergaming’ (such as playing Wii Sports) but I can’t deny that it gets people out of a sedentary routine.

(9) It’s a never-ending game

Pokémon Go is a non-linear game in which every user’s playing experience is different given that it uses the person’s individual geo-location. Like many massively multiplayer online games, there is no end to the game and some players continue playing because of FOMO (fear of missing out). Ultimately there is theoretically no limit to how many Pokémon a player can catch or how the game might evolve over time.

(10) The rewards are unpredictable

Over the years I have written countless papers talking about the role of random ratio reinforcement schedules (operant condition processes) that underlie repetitive behaviour (that in extreme cases can result in gambling and gaming addictions). In simple terms, playing a videogame or a slot machine results in intermittent and unpredictable rewards. Knowing when a reward is coming gets boring in the long run but games where the player doesn’t know when the next reward is coming (like when in the Pokémon Go game, the player will next see a Pokémon to catch). Anticipated rewards (similarly to actual rewards) also facilitate dopamine (one of the most important ‘feel good’ neurotransmitters in the human body) release in the body. In fact, a paper by Dr. Patrick Anselm and Dr. Mike Robinson published in the journal Frontiers in Behavioral Neuroscience argued that dopamine release “seems to reflect the unpredictability of reward delivery rather than reward per se” and suggests that the motivation to gamble or play videogames “is strongly (though not entirely) determined by the inability to predict reward occurrence”. In short, playing Pokémon Go can keep you playing longer than you might have originally intended.

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

Further reading

Anselme, P. & Robinson, M.J.F. (2013) What motivates gambling behavior? Insight into dopamine’s role. Frontiers in Behavioral Neuroscience, 7, 182. doi: 10.3389/fnbeh. 2013.00182

Belk, R. W. (1991). The ineluctable mysteries of possessions. Journal of Social Behavior and Personality, 6(6), 17-55.

Belk, R. (2016). Extended self and the digital world. Current Opinion in Psychology, 10, 50-54.

Bujak, K.R., Radu, I., Catrambone, R., Macintyre, B., Zheng, R., & Golubski, G. (2013). A psychological perspective on augmented reality in the mathematics classroom. Computers & Education, 68, 536-544.

Chamary, J.V. (2016). Science explains why you’re addicted to Pokémon GO. Forbes, July, 12. Located at: http://www.forbes.com/sites/jvchamary/2016/07/12/science-collecting-pokemon/#276f49ac6d2e

Cleghorn, J. & Griffiths, M.D. (2015). Why do gamers buy ‘virtual assets’? An insight in to the psychology behind purchase behaviour. Digital Education Review, 27, 98-117.

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

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

Griffiths, M.D., Davies, M.N.O. & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 7, 479-487.

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

Duhi, A. (2016). Caught ’em all?: Why Pokémon Go is so addicting. FSU News, July 19. Located at: http://www.fsunews.com/story/news/2016/07/19/caught-em-all-why-pokemon-go-so-addicting/87309612/

Eadiccio, L. (2016). Psychology experts explain why ‘Pokemon Go’ is so addictive. Time, July 12. Located at: http://time.com/4402123/pokemon-go-nostalgia/

Goodwin, R. (2016). Why the hell is everyone so addicted to Pokemon Go? Know Your Mobile, July 14. Located at: http://www.knowyourmobile.com/games/pokemon-go/23690/why-hell-everyone-so-addicted-pokemon-go

Keep It Suitable (2016). 10 Reasons from real users: Why is Pokemon Go so addictive? July 16. Located at: http://www.keepitusable.com/blog/?p=3579

Kubas-Meyer, A. (2016). Pokémon GO Is the most addictive gaming app ever. Daily Beast, July 11. Located at: http://www.thedailybeast.com/articles/2016/07/11/pokemon-go-is-the-most-addictive-gaming-app-ever.html

Sedikides, C., & Wildschut, T. (2016). Past forward: Nostalgia as a motivational force. Trends In Cognitive Sciences, 20(5), 319-321.

Smith, C. (2016). Science explains why you’re so addicted to Pokemon Go. BGR.com, July 13. Located at: http://bgr.com/2016/07/13/pokemon-go-game-addiction/

Wikipedia (2016). Pokémon Go. Located at: https://en.wikipedia.org/wiki/Pokémon_Go

Williams, C. (2016). Why everyone is addicted to Pokemon Go. Looper, July 14. Located at: http://www.looper.com/18330/everyone-addicted-pokemon-go/

More term warfare: Is the concept of ‘internet addiction’ a misnomer?

A recent study by Professor Phil Reed and his colleagues published in the Journal of Clinical Psychiatry provided some experimental evidence that internet addicts may be conditioned by what they view on the screen. Given that I was the first person in the world to publish an academic paper on internet addiction back in November 1996 it’s good to see that the number of studies into internet addiction has grown substantially over the last 20 years and that there are now hundreds of studies that have investigated the disorder worldwide in many different ways.

This newly published study is one of the few in the field that has investigated internet addiction from an experimental perspective (as opposed the majority that use self-report survey methods and the increasing number of neuroimaging studies examining what happens inside the brains of those who spend excessive amounts of time online).

Professor Reed’s study involved 100 adult volunteers who were deprived of internet access for four hours. The research team then asked the participants to name a colour (the first one that they could think of) and then gave them 15 minutes to access any websites that they wanted to on the internet. The research team monitored all the sites that the participants visited and after the 15-minute period they were again asked to think of the first colour that came to mind. The participants were also asked to complete various psychometric questionnaires including the Internet Addiction Test (IAT). The IAT is a 20-item test where each item is scored from 0 [not applicable] or 1 [rarely] up to 5 [always]. An example item is How often do you check your e-mail before something else that you need to do?” Those scoring 80 or above (out of 100) are typically defined as having a probable addiction to the internet by those who have used the IAT in previous studies.

Those classed as “high problem [internet] users” on the basis of IAT scores (and who were deprived internet access) were more likely to choose a colour that was prominent on the websites they visited during the 15-minute period after internet deprivation. This wasn’t found in those not classed as internet addicts. Professor Reed said:

“The internet addicts chose a colour associated with the websites they had just visited [and] suggests that aspects of the websites viewed after a period without the net became positively valued. Similar findings have been seen with people who misuse substances, with previous studies showing that a cue associated with any drug that relieves withdrawal becomes positively valued itself. This is the first time though that such an effect has been seen for a behavioural addiction like problematic internet usage”.

While this is an interesting finding there are some major shortcomings both from a methodological standpoint and from a more conceptual angle. Firstly, the number of high problem internet users that were deprived internet access for four hours comprised just 12 individuals so the sample size was incredibly low. Secondly, the individuals classed as high problem internet users had IAT scores ranging from 40 to 72. In short, it is highly unlikely that any of the participants were actually addicted to the internet. Thirdly, although the IAT is arguably the most used screen in the field, it has questionable reliability and validity and is now very out-dated (having been devised in 1998) and does not use the criteria suggested for Internet Disorder in the latest (fifth) edition of the American Psychiatric Association’s Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Using more recently developed instruments such as our own Internet Disorder Scale would have perhaps overcome some of these problems.

There are also much wider problems with the use of the term ‘internet addiction’ as most studies in the field have really investigated addictions on the internet rather than to the internet. For instance, individuals addicted to online gaming, online gambling or online shopping are not internet addicts. They are gambling addicts, gaming addicts or shopping addicts that are using the medium of the internet to engage in their addictive behaviour. There are of course some activities – such as social networking – that could be argued to be a genuine type of internet addiction as such activities only take place online. However, the addiction is to an application rather than the internet itself and this should be termed social networking addiction rather than internet addiction. In short, the overwhelming majority of so-called internet addicts are no more addicted to the internet than alcoholics are addicted to the bottle.

A shorter version of this article was first published in The Conversation

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

Further reading

Griffiths, M.D. & Kuss, D.J. (2015). Online addictions: The case of gambling, video gaming, and social networking. In Sundar, S.S. (Ed.), Handbook of the Psychology of Communication Technology (pp.384-403). Chichester: Wiley-Blackwell.

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.

Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.

Griffiths, M.D. & Pontes, H.M. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research and Therapy, 5: e124. doi:10.4172/2155-6105.1000e124.

Kuss, D.J. & Griffiths, M.D. (2015). Internet Addiction in Psychotherapy. Basingstoke: Palgrave Macmillan.

Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.

Osborne, L. A., Romano, M., Re, F., Roaro, A., Truzoli, R., & Reed, P. (2016). Evidence for an internet addiction disorder: internet exposure reinforces color preference in withdrawn problem users. Journal of Clinical Psychiatry, 77(2), 269-274.

Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.

Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.

Selective memories: Charles Darwin, obsession, and Internet dating

The Merriam-Webster dictionary defines ‘obsession’ as “(i) a state in which someone thinks about someone or something constantly or frequently especially in a way that is not normal; (ii) someone or something that a person thinks about constantly or frequently, [and] (iii) an activity that someone is very interested in or spends a lot of time doing”. By these definitions my good friend and work colleague Dr. Mike Sutton would himself admit that he has had (for the last three or four years) an obsession with the work of English naturalist Charles Darwin (1809-1882) and Scottish landowner and fruit farmer Patrick Matthew (1790-1874). Dr. Sutton is a criminologist and we have published various articles and book chapters over the last 15 years on various topics including emails with unintended consequences, far right wing groups on the internet, and (most recently) the crime substitution hypothesis (which I’ve covered in a previous blog).

Over the past few years, I can’t think of a single conversation that we have had that both Darwin and Matthew’s didn’t get talked about at some point. In 2014, Sutton published his book Nullius in Verba: Darwin’s Greatest Secret (“Nullius in verba” is Latin for “on the word of no one” or “take nobody’s word for it”) and as a result of it has experienced a torrent of verbal abuse on social media. So why has Dr. Sutton been the victim of such abuse? In a nutshell, Sutton has asserted that Darwin is a fraud and that his main thesis on natural selection was stolen from Matthew without any acknowledgement. Furthermore, using a new methodological technique that Sutton developed, he believes Darwin lied about his knowledge of Matthew’s work.

Over the last few years, I have read over a dozen of Sutton’s online articles about Darwin and Matthew, and I was also one of the first people to read Sutton’s book before it was published. Sutton’s work is meticulous, rigorous, and fully referenced. Most of his critics have never read (or simply don’t want to read) his book. Instead they appear to take potshots at his research and reputation without bothering to read the original source.

The first thing to note concerns Sutton’s methodology. His method – sometimes referred to ‘internet dating’ in his articles (but nothing to with people meeting up online, so apologies if the use of the words ‘internet dating’ in my article lured you to read this blog on false pretences) but called ‘Internet Date-Detection’ (ID) in his book – relies on the 30+ million books and documents that the Google Books Library Project has digitized and dating back centuries. Using the ID method, Sutton has used a search engine to track down obscure books, articles, and letters (and short phrases within these documents) to work out who published what and when with pinpoint accuracy. (For instance, back in the 1990s, I thought I had first coined the word ‘screenager’ but Sutton used his ID method and proved that others before me had used the word in print prior to my own articles).

The second thing to note is that all Darwinists concede that the process of natural selection was first written about in Patrick Matthew’s 1831 book On Naval Timber and Arboriculture (written 28 years before Darwin’s 1859 book On the Origin of Species by Means of Natural Selection). However, Darwin claimed he had never read the book (which might be the case) but also claimed in 1860, 1861, and in every edition of the Origin of Species thereafter, that no other naturalist, and no one at all, in the preceding 28 years had read Matthew’s original ideas on macroevolution by natural selection because it was buried away in the book’s appendix. Darwin claimed he had independently formulated the theory of evolution through natural selection. At around the same time as Darwin, the naturalist Alfred Wallace (1823-1913) also (independently of Darwin and supposedly of Matthew) developed a theory of natural selection and together their papers were read on their behalf before the Linnean Society, and then published in the Journal of the Proceedings of the Linnaean Society of London in 1858.

Using 21st century search engine technology via his ID method, Sutton originally discovered that – as opposed to the various claims of Darwin and the world’s leading Darwin scholars that no naturalists (or no one at all) read Matthew’s (1831) original ideas before 1858 – in fact Matthew’s book was cited 25 times before that date, seven of whom were naturalists, four of whom were known to Darwin and Wallace, and three that played major roles and had major influence on the exact same topic (botanist Prideaux John Selby, publisher and geologist Robert Chambers, and botanist John Loudon).

Like Sutton, a number of recent scholars – most notably the microbiologist Dr. Milton Wainwright – have researched some of the same historical ground as Sutton (arguing that Darwin and Wallace were beaten to a theory of macroevolution by Matthew). Whereas Wainwight wrote his papers after reading some of the original key texts from the early 1800s, Sutton used the ID technique to collate every single book, article and letter written by anyone in the period up to 1859 that had been digitized in the Google Books Library Project. What Sutton found is fascinating and does seem to indicate that Darwin lied about his knowledge of Matthew’s work. Darwin certainly lied after 1860 by claiming that no naturalist had read Matthew’s ideas because Matthew had twice written to inform Darwin that the opposite was true. Using the ID method, Sutton conclusively demonstrated that:

  • Matthew’s original (1831) theory concerning the “natural process of selection” was only slightly different to Darwin’s (1859) the “process of natural selection”. Darwin also used the same analogy as Matthew had written in the opening chapter of Origin of the Species when discussing artificial versus natural selection, but claimed the analogy as his own without citing Matthew.
  • Matthew’s prior-published conception of macroevolution by natural selection was not unread by naturalists and biologists before Darwin and Wallace replicated it. In fact, seven people cited the book in the pre-1859 literature, and Darwin and Wallace (and their influencers) knew four of these people well.
  • Matthew’s conception of natural selection was not just contained solely in the appendix of his 1831 book but was also in the main text. In fact, Matthew even referred Darwin to some of the relevant extracts in the main text of his book (something that Darwin admitted in a letter to his closest friend Joseph Hooker [1817-1911], the botanist and explorer). In short, Darwin lied when he asserted that Matthew’s ideas were only contained in the appendix of his book.

Sutton has been trying to get the Royal Society to acknowledge Matthew as the originator of the macroevolution by natural selection. Sutton notes in his essay on Rational Wiki:

“As Robert Merton (1957) made clear in the classic and authoritative text on priority in science, the Royal Society has not officially changed its position on the rules of priority since those rules were established in the first half of the 19th century. Since that time, the Arago Effect (Strevens 2003), is the rule that has always been seen as a totally inflexible principle and has been followed as such in all other disputes over priority for discovery in science, except in the Matthew, Darwin and Wallace case. The Arago Effect, described by Merton, and also by Strevens, as a norm in cases of scientific discovery, is that being first to publish to the public, and most importantly in print, is everything when it comes to deciding who has priority for an idea or discovery in cases where one scientist claims to have made the same discovery independently of another”.

In the same essay, Sutton then discusses Richard Dawkins‘s reasoning for not giving Matthew priority of scientific discovery (i.e., that his work went “unnoticed”):

“Totally ignoring the Arago Effect convention of priority for scientific discovery, Richard Dawkins (2010) has built upon prior rationale for denying Matthew full priority over Darwin by creating a new, unique in the history of scientific discovery, ‘Dawkins’s Demand Rule’. Effectively, Dawkins demands that Matthew should not have priority over Darwin and Wallace based upon the recently proven fallacious premise (Sutton 2014) that Matthew’s unique views went unnoticed. Moreover, Dawkins demands also that Matthew should have ‘trumpeted his discovery from the rooftops’. However in making this post-hoc demand, Dawkins does not, as other writers (e.g. Desmond and Moore 1991; Secord 2000) have done with regard to the fears and difficulties of writing on natural selection at this time, which faced Darwin and Chambers, explain that the first half of the 19th century was a time of great social unrest, tension and violent rioting, which made writing on the topic of natural selection a great threat to the social controlling interests of natural theology. Is Dawkins willfully ignorant of the fact that in the year 1794 Pitt passed his notorious Two Acts against ‘Seditious Meetings’ and ‘Treasonable Practices’? In particular, the former curtailed topics of discussion at institutional scientific societies by requiring them to be licensed and proscribing discussion of either religion or politics (Sutton 2015). Perhaps it is for reasons of historical ignorance that Richard Dawkins, whilst holding forth as an expert on the history of science, fails also to address the issue that Matthew’s Chartist political ideas were in his book and that he linked these seditious ideas quite clearly to the implications of his heretical natural selection discovery. Consequently, it should go without saying, that this meant his unique ideas were especially both seditious and heretical in the 1830s and 1840s. How then was Matthew meant to trumpet his discovery when he had effectively silenced himself from doing so under the scientific conventions that followed in the wake of the laws of the land? Matthew explained this very fact to Darwin in 1860, in his second letter in the Gardeners’ Chronicle”.

My own reading of all Sutton’s work is that there is no good reason for Matthew not to be credited with being the originator of the theory of macroevolution by natural selection and that Matthew has full priority over Darwin and Wallace.

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

Further reading

Darwin. C.R. (1859). On the Origin of Species by Means of Natural Selection. Or the Preservation of Favoured Races in the Struggle for Life. London. John Murray.

Darwin, C.R. & Wallace, A.R. (1858) On the tendency of species to form varieties; and on the perpetuation of varieties and species by natural means of selection. Journal of the Proceedings of the Linnaean Society of London.

Dawkins, R. (2010). Darwin’s five bridges: The way to natural selection. In Bryson, B (ed.), Seeing Further: The Story of Science and the Royal Society. London: Harper Collins.

Desmond, A. & Moore, J. (1991). Darwin. London. Penguin Books.

Griffiths, M.D. & Sutton, M. (2013). Proposing the Crime Substitution Hypothesis: Exploring the possible causal relationship between excessive adolescent video game playing, social networking and crime reduction. Education and Health, 31, 17-21.

Griffiths, M.D. & Sutton, M. (2015). Screen time and crime: The ‘Crime Substitution Hypothesis’ revisited. Education and Health, 33, 85-87.

Matthew, P. (1831) On Naval Timber and Arboriculture; With a critical note on authors who have recently treated the subject of planting. Edinburgh. Adam Black.

Matthew, P. (1860). Nature’s Law of Selection (Letter). The Gardeners’ Chronicle and Agricultural Gazette, 7 April, pp. 312-313.

Matthew, P. (1860). Nature’s Law of Selection (Letter), Gardeners’ Chronicle and Agricultural Gazette, 12 May, p. 433.

Merton, R.K. (1957) Priorities in scientific discovery: A chapter in the sociology of science. American Sociological Review, 22(6), 635-659.

Secord. J.A. (2000). Victorian Sensation: The Extraordinary Reception, and Secret Authorship of Vestiges of the Natural History of Creation. Chicago: The University of Chicago Press.

Strevens, M. (2003) The role of priority in science. Journal of Philosophy, 100, 55-79.

Sutton, M. (2014). Nullius in Verba: Darwin’s Greatest Secret. Thinker Books.

Sutton, M. (2016). On knowledge contamination: New data challenges claims of Darwin’s and Wallace’s independent conceptions of Matthew’s prior-published hypothesis. Filozoficzne Aspekty Genezy (Aspects of Origin), 12: Located at http://www.nauka-a-religia.uz.zgora.pl/index.php/pl/czasopismo/46-fag-2015/921-fag-2015-art-05

Sutton, M. (2016). Patrick Matthew: priority and the discovery of natural selection. Located at: http://rationalwiki.org/wiki/Essay:Patrick_Matthew:_priority_and_the_discovery_of_natural_selection

Sutton, M. (2016). Darwin’s Greatest Secret Exposed: Response to Grzegorz Malec’s De Facto fact denying review of my book. Filozoficzne Aspekty Genezy (Aspects of Origin), 13, 1-10. Located at: http://www.nauka-a-religia.uz.zgora.pl/images/FAG/2016.t.13/art.01.pdf

Sutton, M. & Griffiths, M.D. (2002). Far Right Groups on the Internet: A new problem for crime control and community safety? The Criminal Lawyer, 123, 3-5.

Sutton, M. & Griffiths, M.D. (2003). Emails with unintended criminal consequences. The Criminal Lawyer, 130, 6-8.

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.

Wainwright, M. (2008) Natural selection: It’s not Darwin’s (or Wallace’s) theory. Saudi Journal of Biological Sciences, 15(1), 1-8

Wainwright, M. (2011). Charles Darwin: Mycologist and refuter of his own myth. FUNGI, 4(1), 13-20.

A poor sense of rumour: A brief look at ‘addiction to gossip’

On Tuesday morning this week I was on my way into work and I picked up a copy of the Metro newspaper and on page five the headline was [Tory MP Michael] “Gove is addicted to gossip”. Obviously the article piqued my interest because of the word “addicted” in the title of the article and I decided there and then that I would write a blog on the topic. I ought to add that even before researching the topic, I did not expect to find any empirical evidence of anyone being genuinely addicted to gossip.

According to the Wikipedia entry, “gossip is idle talk or rumour, especially about the personal or private affairs of others…The term is sometimes used to specifically refer to the spreading of ‘dirt’ and misinformation as (for example) through excited discussion of scandals”. I suppose all of us have engaged in gossiping, and now in the age of social media there’s probably a lot of you reading this who do it on a daily basis. Because of the social media, sharing gossip has become faster and more widespread. Rumours about celebrities can be spread online extremely fast. There is a fair amount of research into the psychology of gossip both in everyday life and of its effect in the workplace. From an evolutionary psychology perspective, Dr. Robin Dunbar has noted in his book Grooming, Gossip and the Evolution of Language that it is a form of social grooming that helps social bonding among large groups of people and that language evolved for gossip to occur.

Unsurprisingly I couldn’t find any academic research that’s been carried out into gossip as an addiction although I did locate a number of online articles on the topic written by both journalists and psychologists. And there’s no shortage of diagnostic quizzes and tips on how to stop gossiping (for instance, you can visit the ‘Are you addicted to gossip?’ webpage and answer the questions, read advice on ‘How to End a Celebrity Gossip Addiction or look at the ‘6 Steps to Stop Gossiping + Why It Matters webpage).

Although I didn’t locate any empirical research on addiction to gossip, the concept did make a fleeting appearance in a few academic book chapters I read. For instance, in a 2008 book chapter entitled ‘Consuming gossip’, Dr. Vissia Ita Yulianto looked at the discourses that women use to justify gossiping. Yulianto noted:

One important finding from my discussions with female viewers is that, when asked if celebrity gossip shows contain messages, they remark that it gives them information about celebrities. They consider ‘gossip’ to be ‘information’. This may be because they felt the need to rationalize their addiction to gossip, and to legitimatize it by referring to it as a source of ‘information’.”

Here, Yulianto uncritically assumes her participants have an “addiction to gossip” although she would no doubt argue she is using the word ‘addiction’ in a metaphorical sense rather than from a psychological and/or clinical perspective. In another book chapter, Dr. Andrea Timár, a literary studies scholar examining the works of Samuel Taylor Coleridge and mentions (in passing) that the “craving for gossip is ever-demanding”. These few simple words include both a well-known symptom of addiction (i.e., ‘craving’) as well as describing a feature of addiction (i.e., ‘ever-demanding’).

One of the more interesting articles I read was by Kiran Relangi on the Purple Room Healing website. He claims that gossip is the “ugly addiction” and that it is a “repeated and ritualistic abuse of knowledge and of our own personalities. Gossip turns us from polite conversation makers into rumour-thirsty vampires scandalizing private lives for personal satisfaction”. Relango does appear to see gossip as something addictive and that “like any addiction, we only gossip because we do not want to be reminded of our insecurities, failures and voids within. By engaging in gossip we not only divert our minds from introspection, we also create such falsehoods that will make us feel better and safe”. He then lists what he sees as the four different functions for gossip in our lives (including ‘gossip as an addiction’). These four reasons are taken verbatim from his article:

  • Gossip as a defence mechanism: It feels good to ‘prove’ another human is much inferior to us. That feeling creates a temporary and partial amnesia for our own shortcomings and insecurities. Instead of dealing with our own ugliness we create even uglier pictures of others around so we can feel better.
  • Gossip as an emotional vent: The persons we gossip about quickly become our vents. Whenever we are upset about anything, we find ourselves engaging vehement and slanderous gossip smearing somebody’s image with shit in our lives.
  • Gossip for conversation: Talk ill of a commonly disliked person so we can bond closer to fellow gossipers. Any bond built on gossip is likely to sever because of gossip.
  • Gossip as an addiction: Count how many times a week you engage yourself in ‘discussing’ affairs of a third person. You may feel you have control over what you speak and how much you speak. But strangely you never feel motivated to stop speaking. That’s an addiction. Gossip as an addiction is a ‘sweet’ cover for our failures and the ugliness we carry within”.

An online article (‘Are you addicted to gossip?’) on the Inner Self website by Dr. Richard Michael goes as far to say that gossip is the world’s favorite pastime. He asserts:

“How and why has the world become so addicted to gossip? The reason is that those that gossip and who listen to gossip do not view themselves as being important, but they do view others as being important…The problem with listening to gossip is that you do not just listen to it with your ears or see it with your eyes, you hear and see it with your heart, and that eventually wounds the heart. The heart becomes wounded because you have temporarily filled an empty space within it with someone other than yourself and your own individual importance. Therefore, you have filled that space with words and sights that you heard, read, and saw about others. This leads to a longing to learn more about this person, much like an addiction”.

In an article entitled ‘Addiction to gossip’ by Dr. Margaret Paul, she responds an ‘agony aunt’ type way to a man writing about his “unhappy” mother who uses talking about other people’s problems as a way of socially bonding with her. In this situation, Dr. Paul responds by saying the mother is likely using her addiction to gossip as a way of connecting with her son and avoiding her own emptiness and aloneness that is the result of her self-abandonment”. In response to another woman who cannot work out why she and her friends constantly (and “harshly”) judge other people that they know, Dr. Paul responds by saying “it feels good to our ego wounded self to feel like we are one up to these people, and it gives us something to connect about”. She then goes on to claim that:

“Gossip is like any other addiction – it is a way of avoiding responsibility for your feelings, and can be used by the wounded self as a way to connects with others. The wounded self has numerous ways of trying to connect with others other than being truly authentic and caring, such as drinking together, smoking pot together, ridiculing others together, or even using things like food to get a sense of closeness without having to be authentic. Gossip is another one of the ways the wounded self tries to connect and get filled up externally when you are abandoning yourself”.

Another online article I came across was a hypnosis site claiming that ‘gossip addiction’ can be treated. I don’t doubt that constantly gossiping can sometimes result in negative detrimental effects for the individual but that does not mean it is an addiction. The site spells out how gossip addicts can be helped: 

“If your mouth sometimes runs away with you and you hurt others (or yourself) by your gossiping, spilling the beans and divulging other people’s secrets – then this ‘Stop Gossiping’ session is for you…Gossip can seem harmless. A certain amount of sharing of information can be a way of bonding people together in groups…The trouble is that gossip spreads. Sometimes faster than wildfire. And because the story doing the rounds can get distorted…when it finally gets back to the one who was being talked about it can seem malicious. Even if the originator had no such intention. So even so-called ‘harmless gossip’ can ruin reputations – not just the reputation of the subject of the gossip, but your reputation too, if you were the one who started the gossip, or helped to spread it…It’s as if gossiping has become an addiction – as if you just can’t get enough of it…Using potent imagery to speak to your deepest self, ‘Stop Gossiping’ will help you enter a transformative state where you can untangle yourself from the short term buzz of gossiping”

Although I have argued that it is theoretically possible to become addicted to anything if there are constant rewards and reinforcements, I have yet to come across anything (even anecdotal) to suggest that anyone has ever been addicted to gossip.

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

Further reading

Drexler, P. (2014). Why we love to gossip. Psychology Today, August 12. Located at: https://www.psychologytoday.com/blog/our-gender-ourselves/201408/why-we-love-gossip

Dunbar, R. (1998). Grooming, gossip and the evolution of language. Cambridge, MA: Harvard University Press.

Engle, G. (2015). The psychology of gossip: Why talking sh*t makes you happy. Elite Daily, March 20. Located at: http://elitedaily.com/life/culture/gossip-born-to-talk-sht/972434/

Ludden, D. (2015). Why you were born to gossip. Psychology Today, February 27. Located at: https://www.psychologytoday.com/blog/talking-apes/201502/why-you-were-born-gossip

Michael, R.C. (1998). Are you addicted to gossip? Inner Self. Located at: http://innerself.com/content/creating-realities/4116-addicted-to-gossip.html

Paul, M. (2010). Addiction to gossip. Mental Health Matters, November 9. Located at: http://mental-health-matters.com/addiction-to-gossip/

Relangi, K. (2012). Gossip, the ugly addiction. Purple Room Healing, June 12. Located at: https://deadmanswill.wordpress.com/2012/06/02/gossip-the-ugly-addiction/

Tiger, R. (2015). Celebrity gossip blogs and the interactive construction of addiction. New Media & Society, 17(3), 340-355.

Wikipedia (2016). Gossip. Located at: https://en.wikipedia.org/wiki/Gossip

Yulianto, V.I. (2008). Consuming gossip: A re-domestication of Indonesian women. In Heryanto, A. (Ed.). Popular Culture in Indonesia: Fluid Identities in Post-Authoritarian Politics (pp.130-142). New York: Routledge.

Career to the ground: A brief overview of our recent papers on workaholism

Following my recent blogs where I outlined some of the papers that my colleagues and I have published on mindfulness, Internet addiction, gaming addiction, sex addiction, responsible gambling, shopping addictionexercise addiction, and youth gambling, here is a round-up of papers that my colleagues and I have published on workaholism and work addiction over the last few years.

Andreassen, C.S., Griffiths, M.D., Hetland, J. & Pallesen, S. (2012). Development of a Work Addiction Scale. Scandinavian Journal of Psychology, 53, 265-272.

  • Research into excessive work has gained increasing attention over the last 20 years. Terms such as “workaholism,””work addiction” and “excessive work” have been used interchangeably. Given the increase in empirical research, this study presents the development of the Bergen Work Addiction Scale (BWAS), a new psychometrically validated scale for the assessment of work addiction. A pool of 14 items, with two reflecting each of seven core elements of addiction (i.e., salience, mood modification, tolerance, withdrawal, conflict, relapse, and problems) was initially constructed. The items were then administered to two samples, one recruited by a web survey following a television broadcast about workaholism (n=11,769) and one comprising participants in the second wave of a longitudinal internet-based survey about working life (n=368). The items with the highest corrected item-total correlation from within each of the seven addiction elements were retained in the final scale. The assumed one-factor solution of the refined seven-item scale was acceptable (root mean square error of approximation=0.077, Comparative Fit Index=0.96, Tucker-Lewis Index=0.95) and the internal reliability of the two samples were 0.84 and 0.80, respectively. The scores of the BWAS converged with scores on other workaholism scales, except for a Work Enjoyment subscale. A suggested cut-off for categorization of workaholics showed good discriminative ability in terms of working hours, leadership position, and subjective health complaints. It is concluded that the BWAS has good psychometric properties.

Andreassen, C.S., Griffiths, M.D., Hetland, J., Kravina, L., Jensen, F., & Pallesen, S. (2014). The prevalence of workaholism: A survey study in a nationally representative sample of Norwegian employees. PLoS ONE, 9(8): e102446. doi:10.1371/journal.pone.0102446.

  • Workaholism has become an increasingly popular area for empirical study. However, most studies examining the prevalence of workaholism have used non-representative samples and measures with poorly defined cut-off scores. To overcome these methodological limitations, a nationally representative survey among employees in Norway (N = 1,124) was conducted. Questions relating to gender, age, marital status, caretaker responsibility for children, percentage of full-time equivalent, and educational level were asked. Workaholism was assessed by the use of a psychometrically validated instrument (i.e., Bergen Work Addiction Scale). Personality was assessed using the Mini-International Personality Item Pool. Results showed that the prevalence of workaholism was 8.3% (95% CI= 6.7–9.9%). An adjusted logistic regression analysis showed that workaholism was negatively related to age and positively related to the personality dimensions agreeableness, neuroticism, and intellect/imagination. Implications for these findings are discussed.

Quinones, C. & Griffiths, M.D. (2015). Addiction to work: recommendations for assessment. Journal of Psychosocial Nursing and Mental Health Services, 10, 48-59.

  • Workaholism was first conceptualized in the early 1970s as a behavioral addiction, featuring compulsive use and interpersonal conflict. The current article briefly examines the empirical and theoretical literature over the past four decades. In relation to conceptualization and measurement, how the concept of workaholism has worsened from using dimensions based on anecdotal evidence, ad-hoc measures with weak theoretical foundation, and poor factorial validity of multidimensional conceptualizations is highlighted. Benefits of building on the addiction literature to conceptualize workaholism are presented (including the only instrument that has used core addiction criteria: the Bergen Work Addiction Scale). Problems estimating accurate prevalence estimates of work addiction are also presented. Individual and sociocultural risk factors, and the negative consequences of workaholism from the addiction perspective (e.g., depression, burnout, poor health, life dissatisfaction, family/relationship problems) are discussed. The current article summarizes how current research can be used to evaluate workaholism by psychiatric–mental health nurses in clinical practice, including primary care and mental health settings.

Karanika-Murray, M., Pontes, H.M., Griffiths, M.D. & Biron, C. (2015). Sickness presenteeism determines job satisfaction via affective-motivational states. Social Science and Medicine, 139, 100-106.

  • Introduction: Research on the consequences of sickness presenteeism, or the phenomenon of attending work whilst ill, has focused predominantly on identifying its economic, health, and absenteeism outcomes, in the process neglecting important attitudinal-motivational outcomes. Purpose: A mediation model of sickness presenteeism as a determinant of job satisfaction via affective-motivational states (specifically engagement with work and addiction to work) is proposed. This model adds to the current literature, by focussing on (i) job satisfaction as an outcome of presenteeism, and (ii) the psychological processes associated with this. It posits sickness presenteeism as psychological absence and work engagement and work addiction as motivational states that originate in that. Methods: An online survey on sickness presenteeism, work engagement, work addiction, and job satisfaction was completed by 158 office workers. Results: The results of bootstrapped mediation analysis with observable variables supported the model. Sickness presenteeism was negatively associated with job satisfaction. This relationship was fully mediated by both engagement with work and addiction to work, explaining a total of 48.07% of the variance in job satisfaction. Despite the small sample, the data provide preliminary support for the model. Conclusions: Given that there is currently no available research on the attitudinal consequences of sickness presenteeism, these findings offer promise for advancing theorising in this area.

Quinones, C., Griffiths, M.D. & Kakabadse, N. (2016). Compulsive Internet use and workaholism: An exploratory two-wave longitudinal study. Computers in Human Behavior, 60, 492-499.

  • Workaholism refers to the uncontrollable need to work and comprises working compulsively (WC) and working excessively (WE). Compulsive Internet Use (CIU), involves a similar behavioural pattern although in specific relation to Internet use. Since many occupations rely upon use of the Internet, and the lines between home and the workplace have become increasingly blurred, a self-reinforcing pattern of workaholism and CIU could develop from those vulnerable to one or the other. The present study explored the relationship between these compulsive behaviours utilizing a two-wave longitudinal study over six months. A total of 244 participants who used the Internet as part of their occupational role and were in full-time employment completed the online survey at each wave. This survey contained previously validated measures of each variable. Data were analysed using cross-lagged analysis. Results indicated that Internet usage and CIU were reciprocally related, supporting the existence of tolerance in CIU. It was also found that CIU at Time 1 predicted WC at Time 2 and that WE was unrelated to CIU. It is concluded that a masking mechanism appears a sensible explanation for the findings. Although further studies are needed, these findings encourage a more holistic evaluation and treatment of compulsive behaviours.

Orosz, G., Dombi, E., Andreassen, C.S., Griffiths, M.D. & Demetrovics, Z. (2016). Analyzing models of work addiction: Single factor and bi-factor models of the Bergen Work Addiction Scale. International Journal of Mental Health and Addiction, in press.

  • Work addiction (‘workaholism’) has become an increasingly studied topic in the behavioral addictions literature and had led to the development of a number of instruments to assess it. One such instrument is the Bergen Work Addiction Scale (BWAS). However, the BWAS has never been investigated in Eastern-European countries. The goal of the present study was to examine the factor structure, the reliability and cut-off scores of the BWAS in a comprehensive Hungarian sample. This study is a direct extension of the original validation of BWAS by providing results on the basis of representative data and the development of appropriate cut-off scores. The study utilized an online questionnaire with a Hungarian representative sample including 500 respondents (F = 251; Mage = 35.05 years) who completed the BWAS. A series of confirmatory factor analyses were carried out leading to a short, 7-item first-order factor structure and a longer 14-item seven-factor nested structure. Despite the good validity of the longer version, its reliability was not as high as it could have been. One-fifth (20.6 %) of the Hungarians who used the internet at least weekly were categorized as work addicts using the BWAS. It is recommended that researchers use the original seven items from the Norwegian scale in order to facilitate and stimulate cross-national research on addiction to work.

Andreassen, C.S., Griffiths, M.D., Sinha, R., Hetland, J. & Pallesen, S. (2016). The relationships between workaholism and symptoms of psychiatric disorders: A large-scale cross-sectional study. PLoS ONE, 11(5): e0152978. doi:10.1371/journal. pone.0152978.

  • Despite the many number of workaholism studies, large-scale studies have been lacking. The present study utilized an open web-based cross-sectional survey assessing symptoms of psychiatric disorders and workaholism among 16,426 workers (Mage=37.3 years, SD=11.4, range=16-75 years). Participants were administered the Adult ADHD Self-Report Scale, the Obsession-Compulsive Inventory-Revised, the Hospital Anxiety and Depression Scale, and the Bergen Work Addiction Scale, along with additional questions examining demographic and work-related variables. Analyses of variance revealed significant workaholism group differences in terms of age, marital status, education, professional position, work sector, occupation, and annual income. No gender differences were found, except in a logistic regression analysis, indicating that women had a greater risk than men of being categorized as workaholics. Correlations between all psychiatric symptoms and workaholism were significant and positively correlated. Workaholism comprised the dependent variable in a four-step linear multiple hierarchical regression analysis as well as in a logistic regression analysis. In the linear regression analysis demographics (age, gender, and marital status) explained 0.8% of the variance in workaholism. The mental health variables (ADHD, OCD, anxiety, and depression) explained between 1.9% and 11.9% of the variance. In an adjusted logistic regression analysis, all psychiatric symptoms were positively associated with workaholism. Although most effect sizes were relatively small, the study’s findings expand our understanding of possible mental health predictors of workaholism, and sheds new light on the reality of adult ADHD in work life. The study’s implications, strengths, and shortcomings are also discussed.

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

Further reading

Griffiths, M.D. (2005). Workaholism is still a useful construct Addiction Research and Theory, 13, 97-100.

Griffiths, M.D. (2011). Workaholism: A 21st century addiction. The Psychologist: Bulletin of the British Psychological Society, 24, 740-744.

Griffiths, M.D. & Karanika-Murray, M. (2012). Contextualising over-engagement in work: Towards a more global understanding of workaholism as an addiction. Journal of Behavioral Addictions, 1(3), 87-95.

Karanika-Murray, M., Duncan, N., Pontes, H. & Griffiths, M.D. (2015). Organizational identification, work engagement, and job satisfaction. Journal of Managerial Psychology, 30, 1019-1033.

Shonin, E., Van Gordon, W., & Griffiths M.D. (2014). The treatment of workaholism with Meditation Awareness Training: A case study. Explore: Journal of Science and Healing, 10, 193-195.

Views news: A brief look at the ‘Problem Series Watching Scale’

A few weeks ago I published the third of three articles on ‘box set bingeing’ (people like myself who sit and watch a whole television series at once either on DVD or on television catch-up services). Not long after writing the last article, a paper was published in the Journal of Behavioral Addictions about the development of a new psychometric instrument that assesses problematic television series watching – the Problematic Series Watching Scale (PSWS) – developed by Dr. Gabor Orosz and his colleagues at Eötvös Loránd University in Budapest (Hungary). The authors noted that:

“[Problematic series watching] might be a relevant issue for many people because accessing series by downloading or streaming is (a) very cheap (or free), (b) it is available for almost everyone who has broadband Internet access, (c) it does not depend on a certain place and time (i.e. playing squash depends on a certain place and time), (d) series have a high variety – everyone can find one which fits his/her interest, (e) they are not age- and socio-economic status-dependent, (f) it does not take effort to watch them, [and] (g) and they are constructed to be highly enjoyable and often contain cliffhangers which motivate the viewer to continue. These characteristics are highly similar to the ones mentioned by Cooper (1998) regarding Internet and pornography…In our research, we aimed to differentiate problematic series watching from the concept of television addiction as we focused on the content of the problematic use (series watching) rather than on the medium through which the problematic use happens (television). In our research, we observed problematic series watching which could be done either through a television (i.e. classical TV series) or a screen attached to a computer (i.e. Netflix)”.

The new scale was developed with over 1,100 participants and was based on my ‘addiction components model’ and comprised the following questions which can each be answered ‘never’, ‘rarely’, ‘sometimes’, ‘often’ and ‘always’. Each of the six items taps into a criterion for addiction (i.e., salience, tolerance, mood modification, withdrawal, conflict, and relapse). More specifically, the questions asks During the last year, how often have you:

  • Thought of how you could free up more time to watch series? [Salience]
  • Spent much more time watching series than initially intended? [Tolerance]
  • Watched series in order to reduce feelings of guilt, anxiety, helplessness and depression? [Mood modification]
  • Been told by others to cut down on watching series without listening to them? [Relapse]
  • Become restless or troubled if you have been prohibited from watching series? [Withdrawal]
  • Ignored your partner, family members, or friends because of series watching? [Conflict]

For those of you interested in the psychometric properties, the scale had good factor structure and reliability.

“Respondents watch series more than one hour per day which is more than one-fifth of their free time which indicated that series watching might be an important free time activity. However, the amount of free time one has is not associated with PSWS scores. Women had higher scores on PSWS and respondents with higher education had lower scores on it…Given the lack of empirical research on series watching, we supposed that it might be similar to other problematic screen-related behaviors (e.g. online gaming, Internet or Facebook use)… Other possible covariates could be examined in the future such as loneliness or urgency. Also, further investigation is needed whether extensive series watching can lead to health and psychosocial problems…PSWS scores are positively related with time spent on series watching, whereas the amount of free time does not have an effect on PSWS scores. In the more and more digitalized world there are many forces which encourage people watching online series. In the light of these changes, research on problematic series watching will be increasingly relevant”.

The authors also acknowledged that problematic television series watching doesn’t appear to affect many people and that we should be careful of pathologizing everyday behaviours as behavioural addictions (a criticism that has been made against some of my own research papers more recently – with ‘dance addiction’ and ‘study addiction’ being the most obvious ones).

Dr. Orosz and his colleagues have also just published another paper on problematic series watching in the journal Personality and Individual Differences. This second paper examined correlates of passion toward screen-based activities (i.e., problematic series watching and Facebook use). The paper included two studies comprising young adults (Study 1 with 256 individuals, and Study 2 with 420 individuals) who completed the Passion Scale with respect to their series watching and Facebook use as well as examining impulsivity. The Passion Scale comprises two types of passion – obsessive passion (negative, pressured, and controlling) and harmonious passion (positive, flexible, and related to intrinsic motivation). The results showed that impulsivity predicted obsessive (but not harmonious) passion, and that obsessive passion was positively associated with Facebook overuse whereas harmonious passion was positively associated with series watching. They concluded that it was the type of passion underlying the involvement in excessive screen-based activity that determines what’s experienced by the individual.

My argument has always been that depending upon the definition of ‘addiction’ used, almost any activity can be potentially addictive if constant rewards and reinforcement are in place. The watching of DVD or television box sets can certainly be rewarding and reinforcing but I imagine most people are like myself in that they occasionally experience negative consequences as a result of the activity (lack of sleep due to going to bed very late, or ignoring family members while watching an episode or four of your favourite programmes) but that overall the problems are short-lived and have few long-term consequences.

[I ought to note that I have recently been working with Dr. Orosz in the area of workaholism and that we recently published a paper in the topic in the International Journal of Mental Health and Addiction – see ‘Further reading’ below).

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

Further reading

Atroszko, P.A., Andreassen, C.S., Griffiths, M.D. & Pallesen, S. (2015). Study addiction – A new area of psychological study: Conceptualization, assessment, and preliminary empirical findings. Journal of Behavioral Addictions, 4, 75–84.

Atroszko, P.A., Andreassen, C.S., Griffiths, M.D. & Pallesen, S. (2016). Study addiction: A cross-cultural longitudinal study examining temporal stability and predictors of its changes. Journal of Behavioral Addictions, DOI: 10.1556/2006.5.2016.024

Bates, D. (2015). Watching TV box-set marathons is warning sign you’re lonely and depressed – and will also make you fat. Daily Mail, January 29. Located at: http://www.dailymail.co.uk/health/article-2931572/Love-marathon-TV-session-warning-sign-lonely-depressed.html

Cooper, A. (1998). Sexuality and the Internet: Surfing into the new millennium. CyberPsychology and Behavior, 1(2), 187–193.

Daily Edge (2014). 11 signs of you’re suffering from a binge-watching problem. Located at: http://www.dailyedge.ie/binge-watching-problem-signs-1391910-Apr2014/

Kompare, D. (2006). Publishing flow DVD Box Sets and the reconception of television. Television & New Media, 7(4), 335-360.

Maraz, A., Urbán, R., Griffiths, M.D. & Demetrovics Z. (2015). An empirical investigation of dance addiction. PloS ONE, 10(5): e0125988. doi:10.1371/journal.pone.0125988.

Orosz, G., Bőthe, B., & Tóth-Király, I. (2016). The development of the Problematic Series WatchingScale (PSWS). Journal of Behavioral Addictions, 5(1), 144-150.

Orosz, G., Dombi, E., Andreassen, C.S., Griffiths, M.D. & Demetrovics, Z. (2016). Analyzing models of work addiction: Single factor and bi-factor models of the Bergen Work Addiction Scale. International Journal of Mental Health and Addiction, DOI 10.1007/s11469-015-9613-7

Orosz, G., Vallerand, R. J., Bőthe, B., Tóth-Király, I., & Paskuj, B. (2016). On the correlates of passion for screen-based behaviors: The case of impulsivity and the problematic and non-problematic Facebook use and TV series watching. Personality and Individual Differences, 101, 167-176.

Spangler, T. (2013). Poll of online TV watchers finds 61% watch 2-3 episodes in one sitting at least every few weeks. Variety, December 13. Located at: http://variety.com/2013/digital/news/netflix-survey-binge-watching-is-not-weird-or-unusual-1200952292/

Sussman, S., & Moran, M.B. (2013). Hidden addiction: Television. Journal of Behavioral Addictions, 2(3), 125-132.

Walton-Pattison, E., Dombrowski, S.U. & Presseau, J. (2016). ‘Just one more episode’: Frequency and theoretical correlates of television binge watching. Journal of Health Psychology, doi:1359105316643379