Category Archives: Technology

Making an online killing: A brief look at “suicide fetishes” and “addiction” to suicide websites

Back in March 2011, a then 46-year old American ex-nurse William Melchart-Dinkel from Minnesota was convicted of persuading two people he met online to commit suicide. Melchart-Dinkel was accused of having a “suicide fetish” because he got his kicks from frequenting online suicide chat rooms. Posing as a female nurse, he would chat online and feign compassion to depressed individuals and encourage them to commit suicide.

More specifically, a US court found him guilty of aiding the suicides of 18-year old Canadian student Nadia Kajouli (who jumped into a river and drowned), and 32-year old British IT technician Mark Drybrough (who hanged himself). During the trial, Nadia’s mother shared extracts of the online chats that took place between her daughter and Melchart-Dinkel (who was using various aliases including ‘Cami’, ‘Falcon Girl’ and ‘Li Dao’). A Minnesotan Internet crimes task force forensically examined Melchert-Dinkel’s computer and located online chats that he had with the Canadian teenager. The online conversation demonstrated that Melchart-Dinkel had urged Nadia to hang herself (rather than kill herself by drowning) and provided detailed instructions on how to kill themselves:

“If you wanted to do hanging we could have done it together online so it would not have been so scary for you…Most important is the placement of the noose on the neck…knot behind the left ear and rope across the carotid is very important for instant unconsciousness and death…I’m just trying to help you do what is best for you not me”.

Melchart-Dinkel even urged Nadia to kill herself while they were chatting online. A few hours after chatting with Melchart-Dinkel, Nadia emailed her roommate and told her she was going to “brave the weather and go ice skating” (in an effort to make it look like an accident). Nadia jumped into a frozen river (but her body was not found until 11 days after she had jumped in). In Mark’s case, Melchert-Dinkel replied to a question posted online by Mark about how he could hang himself if he didn’t have a high ceiling. Following a long email conversation, Melchert-Dinkel instructed him on what to do and convinced Mark that ‘she’ was suicidal too. Melchert-Dinkel wrote:

“I keep holding on to the hope that things might change. Caught between being suicidal and considering it. Same old story!…I don’t want to waste anyone’s time. If you want someone who’s suicidal, I’m just not there yet…Sorry. I admire your courage. I wish I had it”. 

Mark killed himself a few days later. Mark’s mother Elaine called Melchert-Dinkel her son’s “executioner”. She also told the Daily Mail in the UK:

“Mark had had a nervous breakdown and he was depressed and incredibly susceptible. [Melchert-Dinkel ]was there whispering in his ear every time he logged on. In the last email, [he] claimed to be a nurse, saying he had medical training, and proposed a suicide pact”

With the help of Celia Blay (a youth worker from Wiltshire in the UK), Mark’s mother managed to track Melchert-Dinkel. It was during their own investigation they discovered dozens of people had received similar emails to Mark’s:

“We found out everything about him on Google, including where he lived in Minnesota. He befriended them using a female identity, was very loving and sympathetic, but never suggested an alternative to death, even when they were only teenagers. He’d tell them that he intended to kill himself too, and said they should set up a web camera and he would do the same thing so they could watch each other die over the internet”.

During his testimony, Melchert-Dinkel admitted that he had asked between 15 and 20 people to commit suicide on camera while he watched (although when he was first caught, he said the online chatting must have been his teenage daughters). One report on Melchert-Dinkel’s case noted:

“While he never actually witnessed a suicide, he did believe that at least five of the people he had talked to were successful in taking their own lives. He also entered into around 10 ‘suicide pacts’ where he promised to kill himself simultaneously with the person he had been chatting with…Melchert-Dinkel was admitted to a hospital where he told doctors he had a ‘suicide fetish’ and an addiction to suicide websites”.

Before the trial, the Associated Press had interviewed Professor Jonathan Turley (George Washington University Law School), an expert on doctor-assisted suicide. It was reported that:

“[Professor Turley has] never heard of anyone being prosecuted for encouraging a suicide over the Internet. Typically, people are prosecuted only if they physically help someone end it all – for example, by giving the victim a gun, a noose or drugs. Last month, a Florida man was charged in his wife’s suicide after allegedly tossing several loaded guns onto their bed. Turley said if prosecutors file charges against Melchert-Dinkel, convicting him will be difficult – especially if the defense claims freedom of speech. The law professor said efforts to make it illegal to shout ‘Jump!’ to someone on a bridge have not survived constitutional challenges. ‘What’s the difference between calling for someone to jump off a bridge and e-mailing the same exhortation?’ he said”.

This line of defence was used by Melchert-Dinkel’s legal team. His behaviour was described as “abhorrent” by his own lawyer (Terry Watkins) but argued in court that his client’s actions were protected by the freedom of speech. Watkins said in court that:

“Freedom means you have to allow things to happen that some would find disgusting and completely unacceptable from a community or moral standpoint”.

However, the presiding judge (Thomas Neuville) said that the accused had “imminently incited the victims to commit suicide” and described Melchart-Dinkel’s online written comments as “unprotected speech”. He was sentenced to almost a year in prison (360 days) but was delayed until a ruling from the Supreme Court (SC). Earlier this year, the SC in Minnesota overturned Melchert-Dinkel’s conviction, and ruled that Minnesota’s law prohibiting the “encouraging” of suicide was unconstitutional and (as Professor Turley claimed) violated a person’s freedom of speech. However, the case (as far as I am aware) is still continuing because the original state prosecutors are trying to argue that Melchert-Dinkel “assisted” (rather than “encouraged”) people’s suicides.

My own take on this case is that Melchart-Dinkel committed a criminal act and that his claim to medics that he was addictedto encouraging people to commit suicide was made as a way of absolving responsibility for what he did. There was nothing about his online behaviour to suggest it was in any way addicted (at least not by my own criteria). Also, his own use of the word fetish is inappropriate in this instance. Although he did appear to get some kind of kick from his activity, there was nothing sexual in it. Again, his use of the word ‘fetish’ to describe his behaviour also appears to be another linguistic device to distance himself from taking the blame for his actions.

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

Further reading

Associated Press (2011). Nurse William Melchart-Dinkel had ‘suicide fetish’, went online to provoke two people’s deaths: cops. New York Daily News, October 17. Located at: http://www.nydailynews.com/news/national/nurse-william-melchert-dinkel-suicide-fetish-online-provoke-people-deaths-cops-article-1.388085

Caulfield, P. (2011). ‘Suicide fetish’ nurse found guilty of provoking people he found online to kill themselves. Daily News, March 16. Located at: http://www.nydailynews.com/news/national/suicide-fetish-nurse-found-guilty-provoking-people-found-online-kill-article-1.122996

Firth, N. (2010). Revealed: The suicide voyeur nurse who ‘encouraged people to kill themselves online’. Daily Mail, March 20. Located at: http://www.dailymail.co.uk/news/article-1259379/The-suicide-voyeur-nurse-encouraged-people-kill-online.html

Guariglia, M. (2014). William Melchert-Dinkel: 5 Fast facts you need to know. Heavy News, March 19. Located at: http://heavy.com/news/2014/03/william-melchert-dinkel-suicide-minnesota-nurse/

Murray, Rheana. (2008). A search for death: How the internet is used as a suicide cookbook. Chrestomathy, 7, 142-156.

Yount, K. (2014). Minnesota Supreme Court turns its back on mentally ill. (i)Pinion, March 27. Located at: http://ipinionsyndicate.com/minnesota-supreme-court-to-suicide-predators-party-on/

Meet markets: The psychology of school reunions

I was recently interviewed for a feature in The Observer newspaper about the psychology of school reunions. The journalist that interviewed me wanted to know the different types of people that go to them and why people would go to them in the first place. I have to admit that I’ve never come across any academic research on the topic and I’ve never ever gone to one myself so I had to rely on pure speculation.

Around the time of the interview I also got an email via LinkedIn from someone I was at junior school with and then spent the next week catching up on what she had been up to in the 35 years since I last saw her. The reason I mention this is that the psychology of why someone would correspond with someone else from their junior or secondary school after years of no communication whatsoever is probably similar (or the same) as the reasons for attending school reunions. So here are the reasons I came up with as to why someone might want to attend a school reunion (or catch up with an old class colleague on social media)

To catch up with old friends: Perhaps the most obvious reason for attending school reunions is simply to catch up, talk and socialise with old friends. This may also involve seeing what your old classmates have been up to and/or the see how their lives progressed (or in a minority of cases ended). I think we can all think of cases where we say to ourselves “I wonder what ever happened to [XXX]?” School reunions are perfect for finding some of the answers as none of us knew when we were in junior school what we would end up being later in our lives. Fundamentally, reunions are about reconnecting with others and connection is what many people want and need. As one of the few online articles on the psychology of reunions noted:

“A connection to school was a safe haven for many. Some could submerge themselves in academic life; others could forget about their cares in the reverie of an infatuation. Adolescent friendship may have been the guardian of your self-esteem, or the absence of connection, even if you were in a crowd, may have resulted in loneliness”.

To re-live good times and memories: It’s often said that school days were the best days of our lives and that school was a safe haven (even if it didn’t feel that way at the time). Some people will want to talk with old friends about the japes and pranks they used to get up to and have a laugh. Basically, people may attend school reunions for primarily nostalgic reasons.

To see how people have physically changed: Some people attending school reunions might want to see how people have changed and/or aged. Have your friends gone grey? Do they even still have hair? Have they turned from an ‘ugly duckling’ into a beautiful swan?

To change perceptions of how people remembered you: Another possible reason for attending a school reunion might be to change people’s perceptions of how your classmates remembered you. Maybe you were the class joker, the class bad boy, the class nerd, or the class wallflower. The school reunion might provide the perfect situation to correct people’s views and prejudices. 

To settle scores: For a small minority of individuals, the class reunion may be a way of getting revenge or settling scores. Similarly, it might be about getting closure on events that happened decades ago.

To compare and/or show off: Some people might want to attend school reunions simply as an opportunity to show off (or attempt to show off) how well they’ve done for themselves since leaving school and to engage in a little bit of ‘one-upmanship’ (defined by various dictionaries as “the technique or practice of gaining an advantage or feeling of superiority over another person” or a situation in which someone does or says something in order to prove that they are better than someone else). There may also be an element of ‘keeping up with the Joneses’ (i.e., “referring to the comparison to one’s neighbor as a benchmark for social class or the accumulation of material goods”) combined with social comparison theory (SCT). “[SCT], initially proposed by social psychologist Leon Festinger in 1954 centers on the belief that there is a drive within individuals to gain accurate self-evaluations. The theory explains how individuals evaluate their own opinions and abilities by comparing themselves to others in order to reduce uncertainty in these domains, and learn how to define the self” (Wikipedia entry on SCT).

In one of the few online articles I located on the psychology of school reunions noted:

“The problem with school reunions is that there is inevitable anxiety about how your life will compare to others. For some people this this may be about physical appearance; for others educational achievement or maybe financial status. It seems to be one of those things humans can’t resist doing. We need to compare ourselves to others to try to judge how we’re doing. This kind of behaviour is seen across many species as it’s crucial in judging whether you can beat a rival without putting yourself at risk…Simply put we look at those less successful than us and focus on how we are different from them. We then look at those more successful and focus on how we are similar to them”

The article also went on to say that:

“It’s common for high school reunions to trigger anxiety about appearance and status. Most of us want to forget our teenage self-conscious emotions that resulted from hormonal changes and social pressures. But years later, at a class reunion, those old insecurities get triggered. They rear their ugly head in the imagined judgment of peers: What will they think? Will I be successful enough? Will I look good to them? Resurfacing of emotional memories, it’s important to recognize that reunions are not at all about comparisons and judgments”.

I have to concur with much of this speculation as I’ve often had similar thoughts when meeting up with people I’ve not seen for years. Given that school reunion events are commonplace in many parts of the world, the biggest mystery is why there is little in the psychological literature on such social practices.

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

Further reading

Festinger, L. (1954). A theory of social comparison processes. Human Relations, 7(2), 117-140.

Russ (2013). The psychology of school reunions. Virtually Free, June 25. Located at: http://virtually-free.com/blog/2013/6/25/the-psychology-of-school-reunions

Good buy to love: Introducing the Bergen Shopping Addiction Scale

(Please note that the following article was co-written using material provided by my research colleague Dr. Cecilie Schou Andreassen and our fellow researchers).

In two of my previous blogs I took a brief look at the area of shopping addiction (that you can read here and here). Since writing those blogs I’ve co-written a few papers on compulsive buying and shopping addiction (see ‘Further reading’ below), the latest of which was published in the journal Frontiers in Psychology (FiP) and led by my friend and research colleague Dr. Cecilie Schou Andreassen at the University of Bergen in Norway. In the FiP paper we reported on the development of a newly created instrument to assess this disorder called the Bergen Shopping Addiction Scale (BSAS).

Whether compulsive and excessive shopping represents an impulse-control, obsessive-compulsive or addictive disorder has been debated for several years This fact is reflected in the many names that have been given to this disorder including ‘oniomania’, ‘shopaholism’, ‘compulsive shopping’, ‘compulsive consumption’, ‘impulsive buying’, “compulsive buying’ and ‘compulsive spending’. In a review by Dr. Andreasson in the Journal of Norwegian Psychological Association, she argued that shopping disorder is best understood from an addiction perspective, and defined it as “being overly concerned about shopping, driven by an uncontrollable shopping motivation, and to investing so much time and effort into shopping that it impairs other important life areas”. Several authors (including myself) share this view as a growing body of research shows that those with problematic shopping behaviour report specific addiction symptoms such as craving, withdrawal, loss of control, and tolerance.

Research also suggests that the typical shopping addict is young, female, and of lower educational background. Some personality factors have also been shown to be associated with shopping addiction including extroversion and neuroticism. It has been suggested that neurotic individuals (typically being anxious, depressive, and self-conscious) may use shopping as means of reducing their negative emotional feelings. Other personality factors may actually protect individuals from developing shopping addictions (e.g., conscientiousness). Empirical research (including some research I carried out with Kate Davenport and James Houston published in a 2012 issue of the International Journal of Mental Health and Addiction) has consistently reported significantly lower levels of self-esteem among shopping addicts. Such findings suggest that irrational beliefs such as “buying a product will make life better” and “shopping this item will enhance my self-image” may trigger excessive shopping behaviour in people with low self-esteem. However, this may be related to depression, which has been shown to be highly comorbid with problematic shopping.

Other factors, such as anxiety have also often been associated with shopping, and it has also been suggested that self-critical people shop in order to escape, or cope with, negative feelings. In addition, shopping addiction has also been explained (by such people as Dr. Marc Potenza and Dr. Eric Hollander) as a way of regulating neurochemical (e.g., serotonergic, dopaminergic, opioid) abnormalities and has been successfully treated with pharmacological agents, including selective serotonin reuptake inhibitors (SSRIs) and opioid antagonists.

One of the key problems that we outlined in our new FiP paper is that in prior research there is a lack of a common understanding about how problematic shopping should be defined, conceptualized, and measured. Consequently, there are huge disparities and unreliable prevalence estimates of shopping addiction ranging from 1% to 20% and beyond (depending upon the criteria used to assess the disorder). Although several scales for assessing shopping addiction have been developed (mainly in the late 1980s and early 1990s) many of them have poor theoretical anchoring and/or are primarily rooted within the impulse-control paradigm. We also argued that several items of existing scales are outdated with regards to modern consumer patterns (such as people using cheques or no reference to online shopping). Newer scales that have been developed don’t view problematic shopping behaviour as an addiction in terms of core addiction criteria (i.e., salience, mood modification, tolerance, withdrawal, conflict, relapse and resulting problems).

This is why we decided to develop a new shopping addiction scale (i.e., the BSAS) containing a small number of items that reflect the core elements of addiction (and if you want to take the test yourself, it’s at the end of this article). We examined the psychometric properties of the new scale among a large sample of Norwegian individuals (n=23,537), and the testing phase began with 28 items (four statements for each of the seven components of addiction outlined above). The BSAS was constructed simply by taking the highest scoring item from each of seven 4-item clusters. We found that scores on the BSAS were significantly higher among females, as well as being inversely related to age (and therefore in line with previous research). We also found that scores on the BSAS were positively associated with extroversion and neuroticism.

The association of shopping addiction with extroversion may reflect that, in general, extroverts need more stimulation than non-extroverted individuals, a notion that is in line with studies showing that extroversion is associated with addictions more generally. It may also reflect the notion that extroverts purchase specific types of products excessively as a means to express their individuality, enhance personal attractiveness, or as a way to belong to a certain privileged group a (e.g., the buying of high end luxury goods). The association of shopping addiction with neuroticism may be because neuroticism is a general vulnerability factor for the development of psychopathology and that people scoring high on neuroticism engage excessively in different behaviours in order to escape from dysphoric feelings.

We also found that shopping addiction was inversely related to self-esteem. This is also in line with the findings of previous studies and implies that some individuals shop excessively in order to obtain higher self-esteem (e.g., associated “rub-off” effects from high status items such as popularity, compliments, in-group ‘likes’, omnipotent feelings while buying items, attention during the shopping process from helping retail personnel), to escape from feelings of low self-esteem, or that shopping addiction lowers self-esteem. Obviously our new scale needs to be further evaluated in future studies (as it has only been investigated in this one study) and it also requires validation in other cultures.

Overall, we concluded that the BSAS has good psychometrics – basically the scale is quick to administer, reliable and valid. With the advent of new technology and modern consumer patterns we may be witnessing an increase in problematic shopping behaviour. It is likely that new Internet-related technologies can greatly facilitate the emergence of problematic shopping behaviour because of factors such as accessibility, affordability, anonymity, convenience, and disinhibition. Therefore, we encourage other researchers to consider using the BSAS in epidemiological studies and treatment settings.

Want to take the test?  

Answer each of the following questions with one of the following five responses: ‘completely disagree’, ‘disagree’, ‘neither disagree nor agree’, ‘agree’, and ‘completely agree’.

  • You think about shopping/buying things all the time
  • You shop/buy things in order to change your mood
  • You shop/buy so much that it negatively affects your daily obligations (e.g., school and work)
  • You feel you have to shop/buy more and more to obtain the same satisfaction as before.
  • You have decided to shop/buy less, but have not been able to do so
  • You feel bad if you for some reason are prevented from shopping/buying things
  • You shop/buy so much that it has impaired your well-being

If you answer “agree” or “completely agree” on at least four of the seven items, you may be a shopping addict.

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

Further reading

Aboujaoude, E. (2014). Compulsive buying disorder: A review and update. Current Pharmaceutical Design, 20, 4021-4025.

Andreassen, C. S. (2014). Shopping addiction: An overview. Journal of Norwegian Psychological Association, 51, 194–209.

Andreassen, C.S., Griffiths, M.D., Pallesen, S., Bilder, R.M., Torsheim, T. Aboujaoude, E.N. (2015). The Bergen Shopping Addiction Scale: Reliability and validity of a brief screening test. Frontiers in Psychology, 6:1374. doi: 10.3389/fpsyg.2015.01374.

Davenport, K., Houston, J. & Griffiths, M.D. (2012). Excessive eating and compulsive buying behaviours in women: An empirical pilot study examining reward sensitivity, anxiety, impulsivity, self-esteem and social desirability. International Journal of Mental Health and Addiction, 10, 474-489.

Maraz, A., Eisinger, A., Hende, Urbán, R., Paksi, B., Kun, B., Kökönyei, G., Griffiths, M.D. & Demetrovics, Z. (2015). Measuring compulsive buying behaviour: Psychometric validity of three different scales and prevalence in the general population and in shopping centres. Psychiatry Research, 225, 326–334.

McQueen, P., Moulding, R., & Kyrios, M. (2014). Experimental evidence for the influence of cognitions on compulsive buying. Journal of Behavior Therapy and Experimental Psychiatry, 45, 496–501.

Workman, L., & Paper, D. (2010). Compulsive buying: A theoretical framework. Journal of Business Inquiry, 9, 89–126.

Term warfare: Internet Gaming Disorder and Internet Addiction Disorder are not the same

Over the last 15 years, research into various online addictions has greatly increased. Alongside this, there have been scholarly debates about whether internet addiction really exists. Some may argue that because internet use does not involve the ingestion of a psychoactive substance, then it should not be considered a genuine addictive behaviour. However, the latest (fifth) edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) re-classified ‘Gambling Disorder’ as a behavioural addiction rather than as a disorder of impulse control. The implications of this reclassification are potentially far-reaching. The most significant implication is that if an activity that does not involve the consumption of drugs (i.e., gambling) can be a genuine addiction accepted by the psychiatric and medical community, there is no theoretical reason why other problematic and habitual behaviours (e.g., shopping, work, exercise, sex, video gaming, etc.) cannot be classed as a bone fide addiction.

There have also been debates among scholars that consider excessive problematic internet use to be a genuine addiction as to whether the those in the field should study generalized internet addiction (the totality of all online activities) and/or specific addictions on the internet such as internet gambling, internet gaming and internet sex. Since the late 1990s, I have constantly argued that there is a fundamental difference between addictions on the internet, and addictions to the internet. I argued that the overwhelming majority of individuals that were allegedly addicted to the internet were not internet addicts but were individuals that used the medium of the internet as a vehicle for other addictions. More specifically, I argued that internet gambling addicts and internet gaming addicts were not internet addicts but were gambling and gaming addicts using the convenience and ubiquity of the internet to gamble or play video games.

Prior to the publication of the latest DSM-5, there had also been debates as to whether ‘internet addiction’ should be introduced into the text as a separate disorder. Following these debates, the Substance Use Disorder Work Group (SUDWG) recommended that the DSM-5 include a sub-type of problematic internet use (i.e., internet gaming disorder [IGD]) in Section 3 (‘Emerging Measures and Models’) as an area that needed future research before being included in future editions of the DSM. However, far from clarifying the debates surrounding generalized versus specific internet use disorders, the section of the DSM-5 discussing IGD noted that:

“There are no well-researched subtypes for Internet gaming disorder to date. Internet gaming disorder most often involves specific Internet games, but it could involve non-Internet computerized games as well, although these have been less researched. It is likely that preferred games will vary over time as new games are developed and popularized, and it is unclear if behaviors and consequence associated with Internet gaming disorder vary by game type…Internet gaming disorder has significant public health importance, and additional research may eventually lead to evidence that Internet gaming disorder (also commonly referred to as Internet use disorder, Internet addiction, or gaming addiction) has merit as an independent disorder” (p.796).

In light of what has been already highlighted in previous research, two immediate problematic issues arise from these assertions. Firstly, IGD is clearly seen as synonymous with internet addiction as the text claims that internet addiction and internet use disorder are simply other names for IGD. Secondly – and somewhat confusingly – it is asserted that IGD (which is by definition internet-based) can also include offline gaming disorders.

With regards to the first assertion, internet addiction and online gaming addiction are not the same. A number of recent studies (including ones I’ve co-authored) clearly shows that to be the case. The second assertion that IGD can include offline video gaming is both baffling and confusing. Some researchers consider video games as the starting point for examining the characteristics of gaming disorder, while others consider the internet as the main platform that unites different addictive internet activities, including online games. For instance, I have argued that although all addictions have particular and idiosyncratic characteristics, they share more commonalities than differences (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse), and likely reflects a common etiology of addictive behaviour. For me, IGD is clearly a sub-type of video game addiction. For people like Dr. Kimberley Young, ‘cyber-relationship addictions’, ‘cyber-sexual addictions’, ‘net compulsions’ (gambling, day trading) and ‘information overload’ are all internet addictions. However, many would argue that these – if they are addictions – are addictions on the internet, not to it. The internet is a medium and it is a situational characteristic. The fact that the medium might enhance addictiveness or problematic behaviour does not necessarily make it a sub-type of internet addiction.

However, recent studies have made an effort to integrate both approaches. For instance, some researchers claim that neither the first nor the second approach adequately captures the unique features of Massively Multiplayer Online Role-Playing Games (MMORPGs), and argue an integrated approach is a necessity. A common observation is that “Internet users are no more addicted to the Internet than alcoholics are addicted to bottles”. The internet is just a channel through which individuals may access whatever content they want (e.g., gambling, shopping, chatting, sex). On the other hand, online games differ from traditional standalone games, such as offline video games, in important aspects such as the social dimension or the role-playing dimension that allow interaction with other real players. Consequently, it could be argued that IGD can either be viewed as a specific type of video game addiction, or as a variant of internet addiction, or as an independent diagnosis. However, the idea that IGD can include offline gaming disorders does little for clarity or conceptualization.

Finally, it is also worth mentioning that there are some problematic online behaviours that could be called internet addictions as they can only take place online. The most obvious activity that fulfills this criterion is social networking as it is a ‘pure’ online activity and does not and cannot take place offline. Other activities such as gambling, gaming, and shopping can still be engaged in offline (as gamblers can go to a gambling venue, gamers can play a standalone console game, shoppers can go to a retail outlet). However, those engaged in social networking would not (if unable to access the internet) walk into a big room of people and start chatting to them all. However, even if social networking addiction is a genuine internet addiction, social networking itself is still a specific online application and could still be considered an addiction on the internet, rather than to it.

Based on recent empirical evidence, IGD (or any of the alternate names used to describe problematic gaming) is not the same as Internet Addiction Disorder. The gaming studies field needs conceptual clarity but as demonstrated, the DSM-5 itself is both misleading and misguided when it comes to the issue of IGD.

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

Further reading

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

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

Griffiths, M. D. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191-197.

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

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

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.

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

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

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

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

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

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

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

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

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

Pontes, H. & Griffiths, M.D. (2014). The assessment of internet gaming disorder in clinical research. Clinical Research and Regulatory Affairs, 31(2-4), 35-48.

Pontes, H. & Griffiths, M.D. (2015). Measuring DSM-5 Internet Gaming Disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137-143.

Pontes, H., Király, O. Demetrovics, Z. & Griffiths, M.D. (2014). The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: The development of the IGD-20 Test. PLoS ONE, 9(10): e110137. doi:10.1371/journal.pone.0110137.

Pontes, H., Kuss, D. & 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.

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

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

Check mates: A brief look at courtship requests (Part 2)

In my previous blog on courtship requests (e.g., men asking for a woman’s phone number, men asking women out for a drink, etc.), I examined a number of Dr. Nicolas Guéguen’s studies on the effects that various factors had solicitation success. In this blog, I briefly overview such factors as the role of the weather, music, odour, clothes (uniform and colour), flowers, and social status.

Weather: In a 2013 issue of Social Influence, Guéguen examined the effect of sunshine on romantic relationships (reasoning that sunny weather puts people in a better mood than non-sunny weather). In this study, an attractive 20-year old man approached young women walking alone in the street and asked them for their telephone number in two conditions (sunny or cloudy days). The temperature was controlled for and all days of the experiment were dry. The results showed that more women gave the man their telephone numbers on the sunny days. Guéguen concluded that positive mood induction by the sun may explain the success in courtship solicitation.

Music: In a 2014 issue of Psychology of Music, Guéguen and his colleagues examined the extent to which music can play a role in sexual selection. In their experiment, 300 young females were approached in the street by a young male who asked for their phone number. The same man approached the women in one of three conditions. In the first he carried a guitar case, in the second he carried a sports bag, and in the third he carried nothing. The results showed that the man received the most phone numbers of women while carrying the guitar case which the authors argued showed that musical practice can be associated with sexual selection.

Odour: In a 2011 issue of Chemosensory Perception, Guéguen examined whether a young man in a room (Guéguen’s laboratory) with a pleasant fragrance (the smell of a freshly baked croissant) was more successful asking women out on a date (i.e., a courtship request) than without a pleasant fragrance. Guéguen asserted that the effect of odour on romantic relationships had never been tested experimentally. The results showed that women more likely to agree to a date when they were in the room with the pleasant odour. Guéguen replicated the experiment in a real life situation and published his findings in a 2012 issue of the Journal of Environmental Psychology. In the field experiment, young women were approached and asked for their phone number by a young attractive male in an area that had a pleasant aroma (i.e., pastry shops) and in another shopping mall area where there was no such aroma. More women gave their phone number to the man in the pleasant smelling area.

Clothes (uniform): In a 2009 issue of the European Journal of Social Sciences, Guéguen carried out three experiments on whether men wearing a fireman’s uniform made women more receptive to a courtship request. Guéguen’s experiments revealed that men were more successful in getting women’s phone numbers while wearing a fireman’s uniform (compared to when they weren’t). The other experiments showed that women more likely to smile and say ‘hello’ to a man in a fireman’s uniform compared to when they were wearing their normal clothes.

Clothes (colour): In a 2013 issue of the journal Color Research and Application, Guéguen examined the colour red and its association in love and sex. Using data collected on an online dating site, findings showed that women wearing red clothes in their dating photograph received more contacts from men in comparison to those wearing black, white, yellow, blue, and green.

Flowers: In a 2009 issue of Social Influence, Guéguen examined the effect of flowers on mating attractiveness and behaviour in two experiments. In the first experiment, females that were exposed to flowers while watching a dating video of a man rated the man as more sexy and attractive (and more inclined to accept a date from him) compared to the condition where flowers were absent. In the second experiment, females responded more favourably to a courtship solicitation from a male when flowers were present in a social interaction compared to interactions without flowers. In a 2012 issue of the Journal of Social Psychology, Guéguen further examined the effect of flowers on mating behaviour. In this experiment, 600 women in a shopping mall were approached by an attractive young man who asked for their phone number. This was done in three different situations: in the area of a flower shop, a cake shop or a shoe shop. Results showed that the woman was more likely to give her telephone number when in the area of a flower shop.

Social status: In a 2012 issue of the Swiss Journal of Psychology, Guéguen (along with Dr. Lamy) examined men’s social status and attractiveness. In this experimental field study, young men with either low, middle or high incomes asked young women for their phone numbers while walking down the street. The man’s income was positively correlated with request success (i.e., the woman was more likely to give the man her phone number if he was rich). Guéguen and Lamy explained their results using evolutionary theory, suggesting that women select their partners with the greatest resources for them and their children.

Giving compliments: In a 2012 issue of Psychological Reports, Guéguen and his colleagues examined whether giving women compliments on how they looked made them more receptive to a courtship request. In the experiment, 160 women were approached by a man walking down a street and were asked if they would like to go for a drink. In one condition the women were given a compliment on their physical appearance (and in the other they were given no compliment). The results showed that more women said they would go for a drink with the man if they were given a compliment.

Parental investment: In a 2014 issue of Journal of Human Behavior in the Social Environment, Guéguen examined whether a man that interacted with a baby before asking women for their phone number were more successful than a control condition where a baby was present but no interaction took place. In the experiment, a man was seated at a pavement bar met his ‘sister’ and her baby (the woman wasn’t really his sister. Straight after the interaction, the man approached a nearby woman and asked them out. Results showed that when the man interacted with the baby, he was more successful and received more positive responses from the woman. Evolutionary theory was again used to explain the results (in terms of men’s parental investment, or at least women’s perceptions of it).

Foot-in-the-door techniques: In a 2008 issue of Psychological Reports, Guéguen examined whether ‘foot-in-the-door’ (FITD) techniques increase compliance to a courtship request. In his experiment, 360 young women were asked by a young male in the street whether they would like to go for a drink. In the FITD condition – prior to the courtship solicitation – the young woman was asked by the man to either provide directions or to give him a light for his cigarette. The findings showed that FITD led to more women saying they would go for a drink with the man.

While many of Guéguen’s studies might seem like common sense or truisms, he does at least provide scientific evidence for many things that are taken for granted as correct (often in the complete absence of empirical evidence).

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

Further reading

Guéguen, N. (2009). Man’s uniform and receptivity of women to courtship request: Three field experiments with a firefighter’s uniform. European Journal of Social Sciences, 12(2), 236-241.

Guéguen, N. (2011). Women’s exposure to pleasant ambient fragrance and receptivity to a man’s courtship request. Chemosensory Perception, 4, 195-197.

Guéguen, N. (2011). “Say it with flowers”: The effect of flowers on mating attractiveness and behavior. Social Influence, 6(2), 105-112.

Guéguen, N. (2012). Gait and menstrual cycle: Ovulating women use sexier gaits and walk slowly ahead of men. Gait and Posture, 35(4), 621-624.

Guéguen, N. (2012). Does red lipstick really attract men? An evaluation in a bar. International Journal of Psychological Studies, 4(2), 206-209.

Guéguen, N. (2012). The sweet smell of…courtship: Effects of pleasant ambient fragrance on women’s receptivity to a man’s courtship request. Journal of Environmental Psychology, 32(2), 123-125.

Guéguen, N. (2013). Weather and courtship behavior: A quasi-experiment with the flirty sunshine. Social Influence, 8, 312-319.

Guéguen, N. (2014). Cues of men’s parental investment and attractiveness for women: A Field Experiment. Journal of Human Behavior in the Social Environment, 24(3), 296-300

Guéguen, N., Fischer-Lokou, J., & Lamy, L. (2013). Compliments and receptivity to a courtship request: A field experiment 1. Psychological Reports, 112(1), 239-242.

Guéguen, N., & Jacob, C. (2013). Color and cyber‐attractiveness: Red enhances men’s attraction to women’s internet personal ads. Color Research & Application, 38(4), 309-312

Guéguen, N., Jacob, C., & Lamy, L. (2010). ‘Love is in the air’: Effects of songs with romantic lyrics on compliance with a courtship request. Psychology of Music, 38(3), 303-307

Guéguen, N., & Lamy, L. (2012). Men’s social status and attractiveness. Swiss Journal of Psychology, 71(3), 157-160

Guéguen, N., Marchand, M., Pascual, A., & Lourel, M. (2008). Foot-in-the-door technique using a courtship request: A field experiment 1. Psychological Reports, 103(2), 529-534.

Guéguen, N., Meineri, S., & Fischer-Lokou, J. (2014). Men’s music ability and attractiveness to women in a real-life courtship context. Psychology of Music, 42(4), 545-549.

Ringing the changes: Can disordered mobile phone use be considered a behavioural addiction?

Over the last decade, I have published various papers on excessive mobile phone use both in general and related to particular aspects of mobile phone use (such as gambling and gaming via mobile phones (see ‘Further reading’ below). Recently, some colleagues and I (and led by Dr. Joël Billieux) published a new review in the journal Current Addiction Reports examining disordered mobile phone use.

I don’t think many people would say that their lives are worse because of mobile phones as the positives appear to greatly outweigh the negatives. However, in the scientific literature, excessive mobile phone use has been linked with self-reported dependence and addiction-like symptoms, sleep interference, financial problems, dangerous use (phoning while driving), prohibited use (phoning in banned areas), and mobile phone-based aggressive behaviours (e.g., cyberbullying).

Despite accumulating evidence that mobile phone use can become problematic and lead to negative consequences, its incidence, prevalence, and symptomatology remain a matter of much debate. For instance, our recent review noted that prevalence studies conducted within the last decade have reported highly variable rates of problematic use ranging from just above 0% to more than 35%. This is mainly due to the fact most studies in the field have been conducted in the absence of a theoretical rationale.

Too often, excessive mobile phone use has simply been conceptualized as a behavioural addiction and subsequently develop screening tools using items adapted from the substance use and pathological gambling literature, without taking into account either the specificities of mobile phone “addiction” (e.g., dysfunctional mobile phone use may often be related to interpersonal processes) or the fact that the most recent generation of mobile phones (i.e., smartphones) are tools that – like the internet – allow the involvement in a wide range of activities going far beyond traditional oral and written (SMS) communication between individuals (e.g., gaming, gambling, social networking, shopping, etc.).

The first scientific studies examining problematic mobile phone use (PMPU) were published a decade ago. Since then, the number of published studies on the topic has grown substantially. At present, several terms are frequently used to describe the phenomenon, the more popular being ‘mobile phone (or smartphone) addiction’, ‘mobile phone (or smartphone) dependence’ or ‘nomophobia’ (that refers to the fear of not being able to use the mobile phone).

PMPU is generally conceptualized as a behavioural addiction including the core components of addictive behaviours, such as cognitive salience, loss of control, mood modification, tolerance, withdrawal, conflict and relapse. Accordingly, the criteria (and screening tools developed using such criteria) that have been proposed to diagnose an addiction to the mobile phone have been directly transposed from those classifying and diagnosing other addictive behaviours, i.e., the criteria for substance use and pathological gambling. For example, in a recent study published in the Journal of Behavioral Addictions, Dr. Peter Smetaniuk reported a prevalence of PMPU around 20% in U.S. undergraduate students using adapted survey items that were initially developed to diagnose disordered gambling.

Although many scholars believe that PMPU is a behavioural addiction, evidence is still lacking that either confirms or rejects such conceptualization. Indeed, the fact that this condition can be considered as an addiction is to date only supported by exploratory studies relying on self-report data collected via convenience samples. More specifically, there is a crucial lack of evidence that similar neurobiological and psychological mechanisms are involved in the aetiology of mobile phone addiction compared to other chemical and behavioural addictions. Such types of evidence played a major role in the recent recognition of Gambling Disorder and Internet Gaming Disorder as addictive disorders in the latest (fifth) addiction of the DSM (i.e., DSM-5) In particular, three key features of addictive behaviours, namely loss of control, tolerance and withdrawal, have – to date – received very limited empirical support in the field of mobile phone addiction research.

Given these concerns, it appears that the empirical evidence supporting the conceptualization of PMPU as a genuine addictive behaviour is currently scarce. However, this does not mean that PMPU is not a genuine addictive behaviour (at least for a subgroup of individuals displaying PMPU symptoms), but rather that the nature and amount of the available data at the present time are not sufficient to draw definitive and valid conclusions. Therefore, further studies are required. In particular, longitudinal and experimental research is needed to obtain behavioural and neurobiological correlates of PMPU. In the absence of such types of data, all attempts to consider PMPU within the framework of behavioural addictions will remain tentative. It is worth noting here that it took decades of empirical research before disordered gambling was officially recognized as an addiction (as opposed to a disorder of impulse control) in the DSM-5.

The current conceptual chaos surrounding PMPU research can also be related to the fact that while the number of empirical studies is growing quickly, these studies have (to date) primarily been based on concepts borrowed from other disorders (e.g., problematic Internet use, pathological gambling, substance abuse, etc.). This approach is atheoretical and lacks specificity with regard to the phenomenon under investigation. In fact, by adopting such a ‘confirmatory approach’ relying on deductive quantitative studies, important findings that are unique to the experience of PMPU have been neglected. As an illustration, no qualitative analyses of PMPU exist, and only a few models have been proposed. This implies that most studies have been conducted without a theoretical rationale that goes beyond transposing what is known about addictions in the analysis of PMPU.

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

Additional input: Joël Billieux, Pierre Maurage, Olatz Lopez-Fernandez and Daria J. Kuss

Further reading

Bianchi, A. & Phillips, J.G. (2005). Psychological predictors of problem mobile phone use. Cyberpsychology and Behavior, 8, 39–51.

Billieux, J. (2012). Problematic use of the mobile phone: A literature review and a pathways model. Current Psychiatry Reviews, 8, 299–307.

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

Carbonell, X., Chamarro, A., Beranuy, M., Griffiths, M.D. Obert, U., Cladellas, R. & Talarn, A. (2012). Problematic Internet and cell phone use in Spanish teenagers and young students. Anales de Psicologia, 28, 789-796.

Chóliz M. (2010). Mobile phone addiction: a point of issue. Addiction. 105, 373-374.

Griffiths, M.D. (2007). Mobile phone gambling. In D. Taniar (Ed.), Encyclopedia of Mobile Computing and Commerce (pp.553-556). Pennsylvania: Information Science Reference.

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

Lopez-Fernandez, O., Honrubia-Serrano, L., Freixa-Blanxart, M., & Gibson, W. (2014). Prevalence of problematic mobile phone use in British adolescents. Cyberpsychology, Behavior and Social Networking, 17, 91-98.

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

Smetaniuk, P. (2014). A preliminary investigation into the prevalence and prediction of problematic cell phone use. Journal of Behavioral Addictions, 3(1), 41-53.

Tor-mental problems: Protecting children from online bullying

I have never claimed to be an expert in cyberbullying but I often get asked to do media interviews on the topic (often in connection to high profile cases involving trolling). Any of us that have spent time online can think of incidents where things have escalated on Facebook and other social media. Cyberbullying typically refers to a child being tormented, threatened, harassed, humiliated, embarrassed or otherwise targeted by another child using digital technology such as the internet or mobile phones. The methods used are limited only by the child’s imagination and access to technology. More worryingly, cyber-bullying has been on the increase over the last few years.

The media often ask me for insight in to why that tends to happen in these situations and the psychology behind people interacting online as opposed to face-to-face. For example do people tend to feel more protected online? Do they tend to take on a different identity? One of the main reasons why behaviour online is very different from it offline is because it provides a ‘disinhibiting’ experience. This is where people lower their emotional guard and become much less inhibited in their actions. The main reason for this well known phenomenon is because when people are interacting with others online it is non-face-to-face, it is perceived as a very anonymous environment, and it is non-threatening. On the positive side, this disinhibition process can lead people to develop deep and complex emotional attachments and can even fall in love online. On the negative side, people may carry out behaviours online that they would never dream of doing offline including, in some instances, criminal behaviour such as cyber-bullying in online social networking sites.

The other things I tend to get asked are how common cyberbullying is and what sort of people tend to get involved in online bullying. Research here in the UK and US has shown that about 10% of children and teenagers have been cyber-bullied in the previous month (across all technological media including social media) with about one in six children being cyber-bullied at least once in their lifetime. As children get older the incidence of cyberbullying increases as a greater proportion of older children have access to mobile phones and the internet. Some studies have shown as many as 95% of teenagers on social networking sites have witnessed cruel behaviour and 55% witness this type of behaviour frequently. Amongst teenagers, some research appears to suggest that online cyberbullies are slightly more likely to be girls than boys although findings are a little inconsistent. There is also some research showing that up to one in five teenagers will also join in and cyberbully after an initial abusive post by someone else. Other research studies have found that of all the types of cyberbullying, most of it (approximately 85%) is now done on social networking sites rather than emails and texts. Cyberbullying is not usually a one-off communication, unless it involves a death threat or a threat of serious bodily harm. Children often know it when they see it, while parents may be more worried about the crude language used by children (rather than the hurtful effect of rude and embarrassing posts or texts has on their children).

In preventing cyberbullying via social media, schools can work with the parents to stop and remedy cyberbullying situations. All schools need to amend policies against bullying to include social media (as well as the internet more generally and text messaging abuse), with training for teachers and pupils on handling it. Unfortunately there is no ‘one size fits all’ solution as there are many different forms of cyberbullying. However, there are a number of basic things that parents can do. As with other types of bullying it is important for parents to listen to their child and react with sympathy even when it is online in sites like Facebook. If you are a parent like me, you can try the following tips to help keep your child safe as you can from cyberbullying:

  • Get your son or daughter to show you any offensive or abusive post they’ve received and keep a record of them as evidence.
  • Tell your child never to respond to any abusive post as this is often what the bully wants the victim to do.
  • Tell your son or daughter to avoid giving their name, email address or mobile phone number on social networking sites to people outside their trusted circle of family and friends.
  • Try to identify the individual doing the cyberbullying.
  • Consider contacting the cyberbully’s parents. Their parents may be very concerned to learn that their child has been cyberbullying others in social networking sites, and may be able put a stop to it.
  • Change email address or mobile number if the cyberbullying continues.
  • Where possible, use blocking software to prevent the cyberbully getting abusive material through in the first place.
  • Even if the cyberbully is anonymous – using a fake name or someone else’s identity for example – there may be a way to track them through your service provider.
  • Report any cyberbullying to your child’s school, the service provider and/or the site moderator.
  • If all else fails, contact the police – especially if it involves threats of violence, extortion, obscene or harassing messages or pornography.

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

Further reading

Adrian, A. (2010). Beyond griefing: Virtual crime. Computer Law and Security Review, 26, 640-648.

Griffiths, M.D. (2009). Cyberbullying – what to do if your child is targeted and tormented. Nottingham Evening Post, March 31, pp.14-15.

Griffiths, M.D. (2013). Why do people turn nasty [in social media]?. Nottingham Post, June 28, p.8.

Griffiths, M.D. (2014). Adolescent trolling in online environments: A brief overview. Education and Health, 32, 85-87.

Herring, S., Job-Sluder, K., Scheckler, R. & Barab, S. (2002). Searching for safety online: Managing “Trolling” in a feminist forum. The Information Society, 18, 371-384.

Millman, C., Whitty, M., Winder, B. & Griffiths, M.D. (2012). Perceived criminality of cyber-harassing behaviours among undergraduate students in the United Kingdom. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 49-59.

Rice, L. (2013). It’s time for more Lolz NOT trolls. vinspired, January 13. Located at: https://vinspired.com/its-time-for-more-lolz-not-trolls

Shachaf, P. & Hara, N. (2010). Beyond vandalism: Wikipedia trolls. Journal of Information Science, 36(3), 357-370.

Thacker, S. & Griffiths, M.D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning, in press.

Widyanto, L., & Griffiths, M. D. (2011). An empirical study of problematic internet use and self-esteem. International Journal of Cyber Behaviour, Psychology and Learning, 1(1), 13-24.

Willard, N. (2006). Cyberbullying and cyberthreats: responding to the challenge of online social cruelty, threats, and distress. Center for Safe and Responsible Internet Use.

Sell division: Responsible marketing and advertising by the gambling industry

Over the last few years there has been a great deal of speculation over the role of advertising as a possible stimulus to increased gambling, and as a contributor to problem gambling (including underage gambling). Various lobby groups (e.g., anti-gambling coalitions, religious groups, etc.) claim advertising has played a role in the widespread cultural acceptance of gambling. These groups also claim casino advertising tends to use glamorous images and beautiful people to sell gambling, while other advertisements for lottery tickets and slot machines depict ordinary people winning loads of money or millions from a single coin in the slot.

Around the world, various lobby groups claim that advertisements used by the gambling industry often border on misrepresentations and distortion. There are further claims that adverts are seductive, appealing to people’s greed and desperation for money. Real examples include: ‘Winning is easy’, ‘Win a truckload of cash’, ‘Win a million, the fewer numbers you choose, the easier it is to win’, ‘It’s easy to win’ and ‘$600,000 giveaway simply by inserting card into the poker machine’. Lobby groups further claim that in amongst the thousands of words and images of encouragement, there is rarely anything about the odds of winning – let alone the odds of losing. It has also been claimed that many gambling adverts feature get-rich-quick slogans that sometimes denigrate the values of hard work, initiative, responsibility, perseverance, optimism, investing for the future, and even education.

Those promoting gambling products typically respond in a number of ways. The most popular arguments used to defend such marketing and advertising is that: (i) the gaming industry is in the business of selling fantasies and dreams, (ii) consumers knows the claims are excessive, (iii) big claims are made to catch people’s attention, (iv) people don’t really believe these advertisements, and (v) business advertising is not there to emphasise ‘negative’ aspects of products.   While some of these industry responses have some merit, a much fairer balance is needed.

Statements such as ‘winning is easy’ are most likely (in a legal sense) be considered to be ‘puffery’. Puffery involves making exaggerated statements of opinion (not fact) to attract attention. Various jurisdictions deem it is not misleading or deceptive to engage in puffery. Whether a statement is puffery will depend on the circumstances. A claim is less likely to be puffery if its accuracy can be assessed. The use of a claim such as ‘winning is easy’ is likely to be considered puffery because it is subjective and cannot be assessed for accuracy. However, a statement like ‘five chances to win a million’ may not be puffery as it likely to be measurable.

Most of us who work in the field of responsible gambling agree that all relevant governmental gambling regulatory agencies should ban aggressive advertising strategies, especially those that target people in impoverished individuals or youth. It is also worth pointing out that there are many examples of good practice. Responsible marketing and advertising needs to think about the content and tone of gambling advertising, including the use of minors in ads, and the inclusion of game information. There has to be a strong commitment to socially responsible behaviour that applies across all product sectors, including sensitive areas like gambling. Socially responsible advertising should form one of the elements of protection afforded to ordinary customers and be reflected in the codes of practice. Children and problem gamblers deserve additional shielding from exposure to gambling products and premises, and their advertising. Many codes that regulate gambling marketing and advertising across the world now typically include special provisions on the protection of such groups.

Gambling advertising also plays an important role in ‘normalizing’ gambling. Content analyses of gambling adverts have reported that gambling is portrayed as a normal, enjoyable form of entertainment involving fun and excitement. Furthermore, they are often centred on friends and social events. The likelihood of large financial gain is often central theme, with gambling also viewed as a way to escape day-to-day pressures (one gaming company’s advertising even had the strapline “Bet to forget”). Research has found that there is a large public awareness of gambling advertising, and that problem gamblers often mention advertising as a trigger to gambling.

An example of good practice is that of Canadian gaming operator Loto-Quebec. They did a thorough review of its advertising code and some of the key aspects in terms of responsible marketing and advertising of gambling included:

  • A marketing policy that (i) prohibits any advertising that is overly aggressive, (ii) rejects concepts liable to incite the interest of children, and (iii) prohibits the use of spokespeople who are popular among youth, and (iv) prohibits placement of advertisements within media programs viewed mainly by minors.
  • The odds of winning are highlighted. This is being done in response to the suggestions expressed so frequently by various groups interested in knowing their chances of winning.
  • Television commercials for new products devote 20% of their airtime to promoting the gambling help line and to presenting warnings about problem gambling.
  • A policy that prohibits the targeting of any particular group or community for the purposes of promoting its products. For example, one of their instant lotteries used a Chinese theme to stimulate interest. However, the Chinese community did not agree with making references to its customs in order to promote the game. Out of respect for this community, the game was immediately suspended.

As various national and international advertising regulation bodies have advocated, socially responsible advertising should form one of the elements of protection afforded to ordinary customers and be reflected in the codes of practice. Personally, I believe that gambling advertising should focus on buying entertainment rather than winning money. Gambling problems often occur when an individual’s primary reason to gamble is to win money.

Many countries have strict codes for gambling advertisements, and good codes (like those in the UK) recommend that gambling advertisements must not: (i) exploit cultural beliefs or traditions about gambling or luck, (ii) condone or encourage criminal or anti-social behaviour, (iii) condone or feature gambling in a working environment (with the exception for licensed gambling premises), (iv) exploit the susceptibilities, aspirations, credulity, inexperience or lack of knowledge of under-18s or other vulnerable persons, (v) be likely to be of particular appeal to under-18s, especially by reflecting or being associated with youth culture, and (vi) feature anyone who is, or seems to be, under 25 years old gambling or playing a significant role.

Quite clearly it is appropriate and necessary for the gaming industry to advertise, market, and promote its facilities and products. However, I believe that all advertising and marketing should be carried out in a socially responsible manner as it is good for long-term repeat business.

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

Further reading

Adams, P. (2004). Minimising the impact of gambling in the subtle degradation of democratic systems, Journal of Gambling Issues, 11. Available at: http://www.camh.net/egambling/issue11/jgi_11_adams.html.

Binde, P. (2007). Selling dreams – causing nightmares? On gambling advertising and problem gambling. Journal of Gambling Issues, 20, 167-191.

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

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

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

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

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, in press.

Korn, D, Hurson, T. & Reynolds, J. (2004). Commercial Gambling Advertising: Possible Impact on Youth Knowledge, Attitudes, Beliefs and Behavioural Intentions. Report submitted to the Ontario Gambling Research Centre.

Extremes of dreams (so it seems): The psychology of ‘Vanilla Sky’

Regular readers of my blog will know that when it comes to certain films and television shows (and their accompanying DVD box sets) I can be somewhat obsessive and fanatical (for instance see, my blog on my love of all things concerning Hannibal Lecter). I’m one of those individuals that will watch some films again and again looking for further insight and deeper meanings (such as Memento, The Usual Suspects, Donnie Darko, Inception, Shutter Island, Seven, and The Shining). One of the films I have watched many times is Cameron Crowe’s psychological thriller Vanilla Sky (starring Tom Cruise, Kurt Russell, Cameron Diaz and Penélope Cruz), a remake of the Spanish film Abre los Ojos (Open Your Eyes).

One of the reason I like the film is that it prominently features the concept of lucid dreaming. I’d never heard of lucid dreaming until 1988. I was doing my PhD at the University of Exeter at the time and one of my best friends (Robert Rooksby) was doing his PhD on lucid dreaming. As the Wikipedia entry on lucid dreaming notes:

“A lucid dream is any dream in which one is aware that one is dreaming. In relation to this phenomenon, Greek philosopher Aristotle observed: ‘often when one is asleep, there is something in consciousness which declares that what then presents itself is but a dream’…The person most widely acknowledged as having coined the term is Dutch psychiatrist and writer Frederik (Willem) van Eeden…In a lucid dream, the dreamer has greater chances to exert some degree of control over their participation within the dream or be able to manipulate their imaginary experiences in the dream environment…Lucid dreams can be realistic and vivid. It is shown that there are higher amounts of beta-1 frequency band (13–19 Hz) brain wave activity experienced by lucid dreamers, hence there is an increased amount of activity in the parietal lobes making lucid dreaming a conscious process”.

Much like the films of David Lynch (one of my favourite film directors), Vanilla Sky is a film forces you to think about what is going on and is one of those films that you can come to your own conclusions as to what it all means. As a psychologist, I love films that play with the mind and Vanilla Sky is one of those films, particularly as psychology in the form of dreams, subjective reality, and the unconscious lie at the heart of the film. The director Cameron Crowe added many obscure clues and hidden references throughout the film to help viewers further explain the film and to add more layers.  There are dozens of dedicated websites that have compiled lists of theories, messages and/or hidden clues. In the film’s production notes, Crowe later admitted: “We constructed the movie, visually and story-wise, to reveal more and more the closer you look at it. As deep as you want to go with it, my desire was for the movie to meet you there”. That alone is enough of a hook to get me watching repeatedly.

Another aspect of the film that I love is the perfect use of music. Almost every lyric of every song used throughout the movie interweaves seamlessly between the actors, the in-scene narrative, and the developing story line. The songs are expertly chosen. This is no surprise given that Crowe was formerly a music journalist and a contributing editor at Rolling Stone magazine. Like me, Crowe is a huge fan of The Beatles, and referred to the “clues” in Vanilla Sky as his own version of the ‘Paul McCartney is Dead’ rumour that swept the world in 1969 (i.e., the notorious Beatles hoax when fans worldwide became convinced through song lyrics, sonic tricks, and album art that Paul McCartney had died and was replaced by a look-alike). As Crowe commented: “Divorcing it from whether Paul was really dead or not, that was a really great parlour game: searching for clues, the excitement of different layers, some of them chilling, some of them really funny. It was a great model for us [on Vanilla Sky]”. One of the homages to The Beatles in the film concerns their song Revolution 9. The film contains countless references to the number (or time) 9:09 (on Aames’ wristwatch, a child’s shirt, the prison chalkboard, and multiple references to cats who, has myth has it, have nine lives).

I’m assuming that anyone that has read this far has seen the film (but if you haven’t – spoiler alert – some of what I’m about to write will likely reduce the enjoyment of watching the film for the first time). The thrust of the plot is as follows:

“From a prison cell where he has been charged for murder, David Aames (Tom Cruise, in a prosthetic mask, tells his life story to court psychologist Dr. Curtis McCabe (Kurt Russell). In flashback, David [who is acrophobic with an irrational fear of heights] is shown to be the wealthy owner of a large publishing firm in New York City which he inherited from his father, leaving its regular duties to his father’s trusted associates. As David enjoys the bachelor lifestyle, he is introduced to Sofia Serrano (Penélope Cruz) by his best friend and author Brian Shelby [who is writing a book on Aames] at a party. David and Sofia spend a night together talking, and fall in love. When David’s former lover, Julianna “Julie” Gianni (Cameron Diaz) hears of Sofia, she attempts to kill herself and David in a car crash. Julie dies but David survives, his face grotesquely disfigured, leading him to wear a mask to hide the injuries. With no hope to use plastic surgery to repair the damage, David cannot come to grips with the idea of wearing the mask for the rest of his life. One night on a night out with Sofia…David gets hopelessly drunk, and [is left by Sophia] to wallow in the street outside” (Wikipedia entry on Vanilla Sky)

It is generally accepted that everything from this point in the film is a dream (although others say the whole film is a dream). Rather than live out the rest of his life in a disfigured state, Aames has his body cryogenically frozen by a company called Life Extension after attempting suicide. He lives the rest of his life as a lucid dream from the moment he was found on the pavement after his drunken night out (“under the ‘vanilla sky’ from a Monet painting”). However, during cryogenic sleep, the lucid dream goes horribly wrong and starts to incorporate elements from his subconscious. After 150 years in suspended sleep, the company that placed Aames into cryogenic suspension calls in ‘Tech Support’ and Aames is offered a choice to either be reinserted into a corrected lucid dream, or to wake up by taking a leap of faith – literally – from the top of a high roof (that forces him to challenge his fear of heights).

Conquering his final fear, David jumps off the building, his life flashing before his eyes, and whites out immediately before hitting the ground. A female voice commands him to ‘open your eyes’ (a recurring theme in the movie), and the film ends with David opening his eyes” (Wikipedia entry on Vanilla Sky).

Many different websites examining the film claim there are five interpretations of the film’s ending (and this is supported by Crowe himself). The five interpretations (taken verbatim from the Wikipedia entry on the film) are:

  • “Tech support is telling the truth: 150 years have passed since Aames killed himself and subsequent events form a lucid dream.
  • The entire film is a dream, evidenced by the sticker on Aames’ car that reads “2/30/01” (February 30 does not occur in the Gregorian Calendar).
  • The events following the crash form a dream that occurs while Aames is in a coma.
  • The entire film is the plot of the book that Brian [Shelby, his best friend] is writing.
  • The entire film after the crash is a hallucination caused by the drugs that were administered during Aames’ reconstructive surgery”.

(I’m most persuaded by the first interpretation). What I also love about the film is that Crowe added lots of little details that take a few viewings of the film before they are usually spotted. All of these help in both trying to interpret the film, as well as becoming a game where repeated watching becomes more rewarding. For instance:

  • In the first scene in which Julianna appears, the tune ringing on her cell phone is Row Row Row Your Boat that features the lyric “life is but a dream”.
  • At his birthday party, Aames is asked how it’s going to which he responds “Livin’ the dream, baby…livin’ the dream”.
  • At the same party, Aames’ best friend Brian Shelby comes into the second apartment wears a t-shirt with the words “fantasy” in sparkly sequins.
  • In one of the prison scenes, the word ‘DREAM’ is spelt out backwards on a chalkboard.
  • In the prison cell, the book, Memories, Dreams, and Reflections (by Carl Jung) is on the table while Aames is talking to his psychiatrist Dr. McCabe. The book concerns Jung’s personal dreams and how they helped uncover his “shadow” and removed his persona (his ‘mask’). In fact one critique of the film by Carlo Cavagna described the whole film as “overtly Jungian”. More specifically, he asserted that Vanilla Sky is fundamentally about the relationship between the ego and the unconscious, and practically a primer on the most fundamental concepts found in any Jungian glossary…For Jung, the unconscious includes desires repressed by our education and socialization, but there is more ‘psychic material that lies below the threshold of consciousness’. The unconscious is the foundation on which the conscious mind is based”.
  • On Aames’ prison uniform the name tag says “Frozen Guy”.
  • His patient number on his Life Extension cryogenic tank says “PL515NT 4R51MS” (which if the numbers are replaced with their corresponding letters of the alphabet, it almost spells “Pleasant Dreams”).
  • As Aames is getting his prison photograph taken, the slate spells ‘When did the dream become a nightmare?’ (in simple code).
  • Sofia calls Aames a “pleasure delayer” twice in the film (but says it so subtly that it’s hard to hear properly).
  • When Aames and Sophia are lying in bed after making love, Sophia asks “Is this is a dream?” and Aames replied “absolutely”.
  • At one point in the film, Dr. McCabe tells Aames that he’d had a nightmare the day before.  Aames replies that “It’s all a nightmare”.

I said earlier in the article that I thought the songs were perfectly chosen. Many fans of the film have noted that the lyrics repeatedly appear to match the emotion of the scene where it is played. As the Uncool website notes:

“For example, the song that plays over David leaving Sophia’s in the morning is Jeff Buckley’s, ‘Last Goodbye’…that morning was there last one true goodbye. Yes, they see each other after this, but after the car wreck when both of their lives are forever changed. ‘Last Goodbye’ also contains the lyrics: ‘Kiss me, please kiss me, but kiss me out of desire, babe not consolation’ which follows David’s plight rather well (as the next time he sees her is after the accident and he wants her affections but not sympathy for his disfigurement)…Bruce Springsteen’s ‘The River’ album (featured in the closing montage) also has some lyrical significance. One of the best lines from the song ‘The River’ is: “Is a dream a lie if it don’t come true, or is it something worse?” Also, two R.E.M. songs are featured. Don’t forget what R.E.M. stands for. Rapid eye movement. As in a state of sleep. It’s when you dream”.

It doesn’t take a psychologist to work out that I simply love the level of detail that went into making the film. I am not a great fan of psychodynamic (psychoanalytic) interpretation, but in Vanilla Sky, the mask that Aames wore became his ‘persona’ and the term was used by Carl Jung to describe the face that we as individuals present to society and (in some cases) to ourselves. Carlo Cavagna argues that:

“[Aames] attraction to [Sophie] is irresistible because she is his anima, his archetypal dream lover, the personification of the feminine nature in his own unconscious. Jung posited that all men carry an ideal image of woman in their heads and unconsciously project that image onto “the person of the beloved…David’s disfigured face, which he sometimes hides with his mask, represents his shadow. For Jung, the shadow is the inferior part of the personality, the sum of all personal and collective psychic elements that, because of their incompatibility with the chosen conscious attitude, are denied expression in life and therefore coalesce into a relatively autonomous “splinter personality” in the unconscious. Despite the negative connotations of the word ‘shadow’, Jung meant it to encompass all those qualities that are suppressed, both positive and negative. ‘The shadow personifies everything that the subject refuses to acknowledge about himself and yet is always thrusting itself upon him directly or indirectly’… [Aames] reality is subjective, and his shadow is breaking through into consciousness. This is the source of the film’s main conflict. In discussing dream therapy and the difficulty of processing and assimilating the unconscious, Jung wrote that several negative outcomes are possible – eccentricity, infantilism, paranoia, schizophrenia, or regression (the restoration of the persona). The revelation and assimilation of David’s unconscious is essentially the story of Vanilla Sky”.

Although there are many critics who hated the film, I love it on many different levels (including the underlying psychology).

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

Further reading

Cavagna, C. (2001, December). Vanilla Sky. Located at: http://www.aboutfilm.com/movies/v/vanillasky.htm

Jung, C.G. (1961). Memories, Dreams, Reflections. New York: Vantage.

Kummer, R. (2010). “What is happiness to you?” Vanilla Sky (2001) Film Analysis. Located at: http://rkummer.hubpages.com/hub/What-is-happiness-to-you-Vanilla-Sky-2001-Film-Analysis

Rooksby, R. and Terwee, Sybe J.S. (1990). Freud, van Eeden and lucid dreaming. Lucidity Letter, 9(2), 18–28. Located at: http://www.sawka.com/spiritwatch/freudvan.htm

Turner, R. (2014). Vanilla Sky movie review: Beyond lucid dreams. Located at: http://www.world-of-lucid-dreaming.com/vanilla-sky-review.html

The Uncool (2015). Vanilla Sky secrets. Located at: http://www.theuncool.com/films/vanilla-sky/vanilla-sky-secrets

Wikipedia (2015). Vanilla Sky. Located at: https://en.wikipedia.org/?title=Vanilla_Sky

Cell growth: A brief look at mobile sports betting

It is often claimed by marketeers that remote gambling makes commercial sense (i.e., the combining of gambling and remote technologies such as the internet and mobile phones into one convenient package). Mobile phone betting and gambling not only provides convenience and flexibility, but perhaps more importantly from a gaming operator’s perspective, provides gambling on the move, whenever and wherever. Since it is somewhat unnatural to always be near a computer, it could be argued that mobile phones are an ideal medium for betting and gambling. Whenever gamblers have a few minutes to spare (at the airport, commuting to work, waiting in a queue, etc.), they can occupy themselves by gambling.

Conventional wisdom says that two things have the power to drive any new consumer technology – pornography and gambling. These activities helped satellite and cable television, video, and the Internet and provide adult entertainment in a convenient and guilt-free environment. Betting via mobile phone is no different. Along with pornography, gambling should have little trouble reaching profitability – especially if this is combined with sports events. Sports interest is huge. There are thousands of communities (including those online). The most successful of those communities will look to ‘mobilize’ and then ‘monetize’.

The mobile phone industry has grown rapidly in the last decade. Market research highlights that mobile phone revenues from mobile gambling and gaming is increasingly rapidly. Although mobile gaming revenues are increasing, it is estimated that less than 2% of mobile industry revenue is generated by gaming and gambling. It is generally thought that lottery gambling will make most money for mobile gambling operators because governments are generally less censorious about lotteries than other forms of gambling. They are also easy to play and relatively low cost compared to other types of gambling.

To some extent, the majority of gamblers are risk-takers to begin with. Therefore, they may be less cautious with new forms of technology. For every day gamblers, mobile phones are ideal for bet placing, and gamblers will be able to check on their bets, and place new ones. Furthermore, it is anonymous, and can provide immediate gratification, anytime, anywhere. Anonymity and secrecy may be potential benefits of mobile gambling as for a lot of people there is still stigma attached to gambling in places like betting shops and casinos. Mobile sports betting is also well suited to personal (i.e., one-to-one) gambling, where users bet against each other rather than bookies. Online betting exchanges demonstrate that people bet on anything and everything to do with sport (with each other).

Although mobile phone technology has improved exponentially over the last decade, it is unlikely that mobile phone graphics and technology will ever truly compete with Internet web browsers (although I am happy to be proved wrong). Intuitively, mobile phone gambling is best suited for sports and event betting. With mobile phone betting, all that is required is real-time access to data about the event to be bet on (e.g., a horse race, a football match), and the ability to make a bet in a timely fashion.

These basic requirements are, of course, easily be provided by the current generation of mobile phones, and the appropriate software. The placing of the bet is not the driving motivation in event wagering. Since being the spectator is what sports fans are really interested in, the sports gambler does not need fulfillment from the process of gambling. People betting on sports will use mobile phones because they are easy, convenient and take no time to boot up. Once they have their sports book registered as a bookmark on their phone, they can access it and place a bet within a very short space of time.

As I have noted in previous blogs, all forms of gambling lie on a chance-skill dimension. Neither games of pure skill nor games of pure chance are particularly attractive to sports bettors. Games of chance (like lotteries) offer no significant edge to sports bettors and are unlikely to be gambled upon. Serious punters gravitate towards types of gambling that provide an appropriate mix of chance and skill. This is one of the reasons why sports betting – and in particular activities like horse race betting – is so popular for gamblers. The edge available in horse race gambling can be sufficient to fully support professional gamblers as they bring their wide range of knowledge to the activity. There is the complex interplay of factors that contributes to the final outcome of the race. However, in the mobile sports betting market, it is likely to be football that will make the big money for sports betting agencies.

Consider the following scenario. A betting service that knows where you are and/or what you are doing has the capacity to suggest something context-related to the mobile user to bet on. For instance, if the mobile phone user bought a ticket for a soccer match using an electronic service, this service may share this information with a betting company. If in that match the referee gives a penalty for one team, a person’s mobile could ring and give the user an opportunity (on screen) to bet whether or not the penalty will be scored. On this type of service, the mobile phone user will only have to decide if they want to bet, and if they do, the amount of money. Two clicks and the bet will be placed. Context, timeliness, simplicity, and above all user involvement look like enough to convince also people that never entered a bet-shop.

Many football clubs are turning themselves into powerful media companies. They have their own digital TV channel and signed up a host of big-name technology partners. Such companies will get the chance to develop co-branded mobile services with the club. This offers users access to content similar to their website (receiving real-time scores and team news via SMS). While watching matches, users will be able to view statistics, player biographies, and order merchandise. Such mobility will facilitate an increase in ‘personalized’ gambling where bettors gamble against each other, rather than the house.

Gambling will (if it is not already) become part of the match day experience. A typical scenario might involve a £10 bet with a friend on a weekend football match. The gambler can text their friend via SMS and log on to the betting service to make their gamble. If the friend accepts, the gambler has got the chance to win (or lose). Football clubs will get a share of the profits from the service. Clubs are keen to get fans using branded mobile devices where they can simply hit a ‘bet’ button and place a wager with the club’s mobile phone partner.

As with all new forms of technological gambling, ease of use is paramount to success. Mobile phones have become more user-friendly. Pricing structures are also important. Internet access and mobile phone use that is paid for by the minute produces very different customer behavior to those that have one off payment fees (e.g., unlimited use and access for a monthly rental fee). The latter payment structure facilitates leisure use, as punters would not be worried that for every extra minute they are online, they are increasing the size of their phone bills. For me, mobile sports betting is where the future of mobile gambling is likely to be.

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

Further reading

Griffiths, M.D. (2004). Mobile phone gambling: preparing for take off. World Online Gambling Law Report, 8(3), 6-7.

Griffiths, M.D. (2005). The psychosocial impact of mobile phone gambling. World Online Gambling Law Report, 4 (10), 14-15.

Griffiths, M.D. (2010). The psychology of sports betting: What should affiliates know? i-Gaming Business Affiliate, August/September, 46-47.

Griffiths, M.D. (2011). Mobile sportsbetting: A view from the social sciences. i-Gaming Business, 69, 64-65.

Griffiths, M.D. (2011). Technological trends remote gambling: A psychological perspective. i-Gaming Business, 71, 39-40.

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

Griffiths, M.D. (2007). Mobile phone gambling. In D. Taniar (Ed.), Encyclopedia of Mobile Computing and Commerce (pp.553-556). Pennsylvania: Information Science Reference.