Category Archives: Work
Coining it in: Neologisms and ‘New Syndrome’ Syndrome
One of things I am very proud of in my academic career is the coining of the term ‘technological addiction’ back in 1995 (an umbrella term that I invented to describe a number of different person-machine addictions including slot machine addictions, video game addiction, television addiction, etc.). I’m also proud of coining the term ‘aca-media’ (relating to academics like myself that use the media to disseminate our research). A neologism (i.e., the name for a newly coined term) is often (according to Wikipedia) directly attributable to a specific event, person, publication, or period.
In the 1980s and early 1990s, there seemed to be a real upsurge is the naming of ‘new syndromes’ in the medical literature including many relating to excessive use of technology (such as ‘Space Invader’s Wrist’) and other leisure activities (such as ‘Cuber’s Thumb’ relating to excessive use of the Rubik’s Cube) – both of which made their appearance in 1981 issues of the New England Journal of Medicine. Other videogame medical complaints include ‘Pseudovideoma’ (in a 1984 issue of the Journal of Hand Surgery), ‘Pac-Man Phalanx’ (in a 1983 issue of Arthritis and Rheumatism) and ‘Joystick Digit’ (in a 1987 issue of the Journal of the American Medical Association). Another videogame-related medical complaint (in this case an infection), was reported in a 1987 issue of the Western Journal of Medicine by Dr. G.B. Soe and colleagues:
“We wish to focus WJM readers’ attention on another complication associated with video games-one that originally presented as an “infected spider bite. A 17-year-old right-handed boy noted progressive swelling and redness of his left hand seven days before admission. Two days before admission he was given penicillin intramuscularly and oral cephalexin to take at home. The swelling did not subside and the hand became very painful, so he came to the medical center for treatment. On admission his mother reported that she had seen many spiders around the house with a violin pattern on their backs, and that her son had probably been bitten by a spider…After seven days of parenteral antibiotic therapy, the edema, erythema and fever had disappeared and the patient was discharged home. Further questioning revealed that the young man was spending almost all of his time playing his favorite video game, which involved a fighting kung fu character. The patient used his left hand in manipulating a ball-shaped joystick to move the figure up, down, left and right, and his right in operating buttons to kick and jab. Extensive use of the joystick resulted in blisters on his left palm. He rubbed the blisters off, and an infection resulted that progressed to abscess formation. Neuromuscular complications of video games (‘pseudovideoma’, ‘Pac-Man phalanx’, ‘firing-finger syndrome’ and ‘Space Invaders wrist’) have been reported, as well as video game-induced seizures, but we have not come across any reports of an infectious complication of video games. Perhaps video game players should wear gloves to protect their palms, similar to ones worn by golfers and baseball players, who also need to get a firm grip on their respective sticks”.
Another one that I’d never heard of is ‘Nurd Knuckles’ coined by Dr. J.B. Martin in the Canadian Medical Association Journal in 1982:
“I wish to describe a case of painful knuckles associated with the use and manipulation of a new, allegedly therapeutic product, a Nurd. A Nurd is a head 10 cm across with a smiling face and large ears, reminiscent of the character Yoda of ‘Star Wars’. It is made of malleable material that can be stretched, twisted or deformed in any direction, yet with release of tension quickly resumes its original shape without a trace of distortion. A 32-year-old public school teacher presented with painful knuckles of his right hand. His students, perhaps feeling that their teacher was under increased stress during the marking of exams, had given him a Nurd for Christmas, and during a particularly trying day he had found occasion to use it. He repeatedly stretched its ears and twisted its neck without ill effect; however, on punching it he suffered sharp pain of his fourth and fifth metacarpophalangeal joints. On examination the joints were found to be reddened, with point tenderness over the fifth metacarpal head; there was no evidence of deformity. He was advised to stop beating his Nurd, and the pain subsided. While the Nurd is very plastic, yielding to the linear tension of stretching and twisting, it is very resistant to compression. Punching a Nurd does not cause the surface to give way, and, since the force of the blow is returned to the fist, it is conceivable that a fracture might result. Therefore, although stretching and twisting Nurds does not cause any harm, users should be cautioned against punching their Nurd. The Nurd is advertised as being a ‘punchable, stretchable, pushable and likeable alternative to tension, migraine headaches, drug abuse, alcoholism and manic depression’, but these claims are unsubstantiated. A MEDLINE search of the medical literature shows that no retrospective or prospective case control studies or controlled double blind crossover studies have been undertaken. Before the clinical efficacy of the Nurd can be taken seriously in the treatment of this broad spectrum of disease, full clinical trials must be completed. Subjects entering into trials must, however, be duly informed of the hazards of punching Nurds”.
Another one that caught my attention was a new affliction (‘Breaker’s Neck’) caused by the craze of ‘break dancing’ reported by Dr. Bertha Ramirez and her colleagues in a 1984 issue of the Journal of the American Medical Association. (The reason why I say it caught my eye is that I am currently involved in some research on ‘dancing addiction’ with some of my Hungarian colleagues and we have just had a new paper accepted in the journal PLoS ONE concerning the development of our ‘Dancing Motives Inventory’ – see ‘Further Reading’ below).
“To be added to the rapidly growing list of socially acquired injuries, we report a case of traumatic cervical subluxation caused by a new dance technique. This technique, labeled ‘breaking’ by its devotees, involves a modified head stand, in which the dancer, using his arms and hands for balance, spins rapidly on his head, neck, or shoulders to the rhythm of disco music. He then lowers his body to the floor and performs a series of rotational motions using his arms as a fulcrum…A 15-year-old boy was seen in our pediatric emergency room complaining that, on awakening two days previously, he felt a ‘snap’ in his neck, followed by persistent neck stiffness. He reported having ‘danced on his head’ the night prior to this incident. On physical examination, his head was tilted to the left with an inability to flex”.
Engaging in excessive sporting activity has given rise to a number of medical syndromes. One such consequence is ‘Rower’s Rump’ reported by Drs. K Tomecki and J. Mikesell in a 1987 issue of the Journal of the American Academy of Dermatology. In a previous blog I examined addiction to cycling. In the 1980s there were many medical complaints reported as a result of excessive cycling. One such complaint (given the name of ‘Bicycling nipples’) was highlighted by Dr. B. Powell in a 1983 issue of the Journal of the American Medical Association:
“Bicyclists are likely to suffer from a number of maladies, including dysuria, numb penises, and more. During cool or cold weather, another problem, bicyclist’s nipples, may occur. This condition is similar to jogger’s nipples, but it is primarily a thermal injury instead of an irritation secondary to friction, as with the jogger’s complaint. Often the rider is out in the cold weather for some time, and his or her undershirt, jersey, and jacket can become moist from perspiration. Evaporation and the chill of the wind lower the temperature of the nipples. They get downright cold, and they hurt. The pain continues after the ride is over. Indeed, it can continue for several days. The nipples are sore, sensitive to both temperature change and touch”.
After reading this I found out that Dr. Fred Levit had reported a case of ‘Jogger’s Nipples’ in a 1977 issue of the New England Journal of Medicine. All of these related nipple conditions are all examples of fissure of the nipple as they are all caused by friction resulting in soreness, dryness or irritation to, or bleeding of, one or both nipples. The Wikipedia entry also notes that “the condition is also experienced by women who breastfeed, and by surfers who do not wear rash guards”. The article also noted that:
“Jogger’s nipple is caused by friction from the repeated rubbing of a t-shirt or other upper body clothing against the nipples during a prolonged period of exercise. The condition is suffered mainly by runners. Long-distance runners are especially prone, because they are exposed to the friction on the nipple for the greatest period of time. However, it is not only suffered by athletes; the inside of a badge, a logo on normal items of clothing, or breastfeeding can also cause the friction which results in this condition”.
Outside of the leisure sphere, there were two case study reports of ‘Diaper Doer’s Hand’ in a 1987 issue of the journal Clinical Rehabilitation by Dr. J.L. Cosgrove and colleagues:
“Three cases of stenosing tenosynovitis occurred three to six months postpartum. Childcare activities aggravated the symptoms of pain and swelling in both patients. In two cases, a specific method of carrying the child was implicated as the mechanism of injury. Although there was no evidence of generalized inflammatory arthritis, all patients had very low positive titres of anti-nuclear antibodies. While it is likely that tenosynovitis was caused by mechanical factors, the possibility of increased susceptibility to inflammatory disease in the postpartum period cannot be discounted. The patients were successfully treated with a low temperature plastic splint, superficial heat and gentle mobilization”.
All of these new syndromes lead to why I put this article together in the first place. I found this letter in the British Medical Journal by Dr. E.P. Hoare entitled ‘New Syndrome Syndrome’ that I found both funny and poignant:
“Your readers will be familiar with tennis elbow, brazier’s ague, and soap packer’s jig not to mention Achilles’ heel. More recently we have heard of Space Invader’s wrist, jogger’s nipples, and the ultimate futility of Cuber’s thumb. May I point out another occupational disease which I have noticed among patrons of the reading room medical journal correspondence column reader’s neck or, more succinctly, the new syndrome syndrome. Symptoms usually begin with muscular contraction of the eyebrows, hyperventilation, and involuntary utterances, which in severe cases can lead to coprolalia. These may be followed by drowsiness, disorientation, hysterical amblyopia, and double vision (of the deja vu variety). If untreated the condition can result in a chronic pain in the neck. Treatment is 200 ml of gin and tonic stat by mouth and complete rest; music can also be helpful. The long-term prognosis is poor, however, unless journal editors can be persuaded to ban further reports of occupational afflictions or at least print a health warning at the head of their correspondence columns”.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Behr, J.T. (1984). Pseudovideoma. Journal of Hand Surgery, 9(4), 613.
Cosgrove, J. L., Welch, D. A., Richardson, G. S., & Nicholas, J. J. (1987). Diaper doer’s hand: stenosing tenosynovitis in the postpartum period. Clinical Rehabilitation, 1(3), 219-223.
Gibofsky, A. (1983). Pac‐Man phalanx. Arthritis and Rheumatism, 26(1), 120.
Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.
Griffiths, M.D. (1995). Pop psychology and “aca-media”: A reply to Mitchell. The Psychologist: Bulletin of the British Psychological Society, 8, 537-538.
Griffiths, M.D. (2001). A moral obligation in aca-media? The Psychologist: Bulletin of the British Psychological Society, 14, 460.
Hite, P. R., Greene, K. A., Levy, D. I., & Jackimczyk, K. (1993). Injuries resulting from bungee-cord jumping. Annals of emergency medicine, 22(6), 1060-1063.
Hoare, E.P. (1982). Points: New syndrome syndrome. British Medical Journal, 285(6352), 1429.
Levit, F. (1977). Jogger’s nipples. New England Journal of Medicine, 297(20), 1127.
Maraz, A., Király, O., Urbán, R., Griffiths, M.D., Demetrovics, Z. (2015). Why do you dance? Development of the Dance Motivation Inventory (DMI). PLoS ONE, in press.
Martyn, J. B. (1983). Nurd knuckles. Canadian Medical Association Journal, 129(3), 228.
McCowan, T.C. (1981). Space Invader’s wrist. New England Journal of Medicine, 304,1368.
Osterman, A. L., Weinberg, P., & Miller, G. (1987). Joystick digit. Journal of the American Medical Association, 257(6), 782.
Powell, B. (1983). Bicyclist’s nipples. Journal of the American Medical Association, 249(18), 2457-2457.
Ramirez, B., Masella, P. A., Fiscina, B., Lala, V. R., & Edwards, M. D. (1984). Breaker’s neck. Journal of the American Medical Association, 252(24), 3366-3367.
Soe, G.B., Gersten, L. M., Wilkins, J., Patzakis, M. J., & Harvey, J.P. (1987). Infection associated with joystick mimicking a spider bite. Western Journal of Medicine, 146(6), 748.
Tomecki, K. J., & Mikesell, J. F. (1987). Rower’s rump. Journal of the American Academy of Dermatology, 16(4), 890-891.
Torre, P. R., Williams, G. G., Blackwell, T., & Davis, C. P. (1993). Bungee jumper’s foot drop peroneal nerve palsy caused by bungee cord jumping. Annals of emergency medicine, 22(11), 1766-1767.
Waugh, D. (1981). Cuber’s thumb. New England Journal of Medicine, 305, 768.
Germanic street preachers: The psychology of Krautrock
Regular readers of my blog will be aware that I describe myself as a music obsessive with an eclectic taste ranging from Iggy Pop and Adam Ant through to the Velvet Underground and Throbbing Gristle. Another genre of music that I have more than a passing interest is that of ‘Krautrock’ (see my previous blog on Kraftwerk and their alleged addiction to cycling). Krautrock (as you can probably guess) is a somewhat derogatory term – believed to have been coined by the renowned music journalist Ian MacDonald – to describe a number of German bands that came to the fore in the British music scene in the early 1970s (most notably Amon Düül, Faust, Can, Kraftwerk, Neu!, Kluster, Cluster, Harmonia, Popol Vuh, Ash Ra Tempel, and Tangerine Dream).
Krautrock (as defined by the British media) has traditionally been viewed as electronic in nature (although many of the compositions in the late 1960s were far from electronica and utilized ‘found sounds’ from whatever was to hand) with an emphasis on improvisation and somewhat minimalistic arrangements. The Wikipedia entry on Krautrock also notes that:
“The term is a result of the English-speaking world’s reception of the music at the time and not a reference to any one particular scene, style, or movement, as many Krautrock artists were not familiar with one another…Largely divorced from the traditional blues and rock and roll influences of British and American rock music up to that time, the period contributed to the evolution of electronic music and ambient music as well as the birth of post-punt, alternative rock, and new-age music”.
Given my profession, it won’t surprise you to know that as much as I love music itself, I am also interested in the psychology of the musicians too. When it comes to Krautrock, I have argued for the best part of 20 years (to anyone that would listen) that the psychology of the archetypal Krautrocker in the late 1960s was likely to be influenced by being raised in post-second world war Germany. It was only over the holiday period that my thoughts were confirmed by the artists themselves (in interviews with journalists and musicologists).
More specifically, I read two excellent books on different aspects of ‘extreme music’ over the Christmas period – Future Days: Krautrock and the Building of Modern Germany (by David Stubbs), and Assimilate: A Critical History of Industrial Music (by S. Alexander Reed). Alongside this, I also watched the wonderful three-hour documentary DVD Kraftwerk and the Electronic Revolution, the BBC 4 documentary, Krautrock: The Rebirth of Germany, and the 2008 film The Baader Meinhof Complex (about the Red Army Faction, left-wing German militant group and based on the 1985 non-fiction book of the same name by Stefan Aust).
These books and films all made reference to the cultural, political, and psychological climate in post-war West Germany. There were a number of repeated themes that I couldn’t fail to notice. Firstly, many of the middle classes holding a lot of the important jobs (mayors, town leaders, judges, professors, teachers) were still Nazi sympathizers. Secondly, children born after 1945 were generally not told about their history by either their parents or their schoolteachers. Thirdly, in the late 1950s and early 1960s, teenagers said they experienced feelings of guilt but didn’t know what for. On the musical front, West Germany’s pre- and post-war musical legacy was “Schlager” music (described by music journalist Adam Sweeting as “a genre unpleasantly redolent of the sentimental slop with which Josef Goebbels had saturated the Third Reich”). As Wikipedia notes that:
“Schlager music (German: Schlager, synonym of “hit-songs” or “hits”), also known in the United States as entertainer music or German hit mix, is a style of popular or electronic music…Typical schlager tracks are either sweet, highly sentimental ballads with a simple, catchy melody or light pop tunes. Lyrics typically center on love, relationships and feelings”.
By the late 1960s, many older teenagers and students were united in their politics (the most high profile touch point arguably being the student protests across Europe in 1968). They were also united in their dislike of schlager music except they didn’t really know they were united. Pockets of underground music sprouted up across a number of towns and cities across Germany. Key bands in the history of Krautrock were formed in Dusseldorf (Neu!, Kraftwerk), Cologne (Can), Berlin (Kluster, Tangerine Dream), Munich (Amon Düül), and Wumme (Faust). Bands playing in one city had no idea that bands were forming in other parts of Germany with similar ideological, political and psychological roots. More bizarre was that none of these bands – at least initially – had no following in Germany itself. Most fans of these bands were in the UK rather than their homeland. It was the British music press (NME, Sounds) and DJs (most notably John Peel) that were waving the German flag.
Arguably, the most overtly political of the emerging Krautrock bands was Munich’s Amon Düül. Their band members lived in a radical West German commune including the gang that formed the Red Army Faction (RAF) in 1970 (the so-called Baader-Meinhof Group (or Baader-Meinhof Gang including Andreas Baader, and Ulrike Meinhof). The members of Amon Düül quickly dissociated themselves from the RAF saying that their comrades were going too far in making their political presence known. In fact, the band members ended up falling out with themselves leading to different versions of the band with the second incarnation (Amon Düül 2) becoming the most revered.
Another important hotbed of anti-schlager musical development was the formation of the Zodiak Free Arts Lab (also known as the Zodiak Club) by experimental musician Conny Schnitzler in West Berlin. The Zodiak Club provided a hub where anyone could come and play whatever they wanted amongst like-minded people pushing the boundaries of music with whatever was at hand. Schnitzler himself was an early member of Tangerine Dream as well as the founding member of later Krautrock bands such as Kluster and Eruption. The other important figure in West Berlin’s burgeoning Krautrock scene was Hans-Joachim Roedelius who played with Schnitzler in Kluster but then went on to form Cluster with Deiter Moebius (another key player in the Krautrock movement) but without Schnitzler.
In relation to the psychology of Krautrock, Michael Rother (an early member of Kraftwerk, co-founder of Neu!, and later in ‘supergroup’ Harmonia) was interviewed by David Stubbs in his book Future Days. Rother had actually studied psychology and that as a German he strived for an alternative identity, and a new personality almost:
“Studies into psychology also assisted Rother in realizing that as a young man coming of age in Germany in the late 1960s, he could not be impervious to the cultural, social and political forces ranging at that time, all of which would have a profound impact on his musical identity. He rejected out of hand the burgeoning violence and ‘lunacy’ of terrorist movements such as the Baader-Meinhof group, whom he regarded as on the wrong road altogether. At the same time, the horrors of the Vietnam War acted as a jolting reminder of the need to wrench oneself away from Anglo-American hegemony, to create oneself as a personality anew”.
Rother’s perceptions and psychological insights appear to have been shared by many other individuals forming bands across West Germany in the late 1960s. The complete silence by parents and teachers towards children about the actions of Hitler and the Nazis (most notably the genocide of the Jewish people living in Germany) left post-war adolescents psychologically ill at ease about their national and cultural identities. They needed to create something unique, something identifiably German, and something they would feel proud of. The new music of Krautrock met such criteria. But was the music really that new? Some (including myself) would argue that much of the burgeoning music in Munich, Dusseldorf, Cologne and Berlin had its’ roots in ‘musique concrète’ (“concrete music”) and the work of Karlheinz Stockhausen.
Developed by French composer Pierre Schaeffer at the Studio d’Essai (“Experimental Studio”) of the French radio system, musique concrète is a form of electroacoustic music. It comprises an experimental technique of musical composition that uses recorded sounds as raw material to create a montage of sound (often referred to as ‘found sounds’ but can include recordings of voice and musical instruments). Musique concrète compositions don’t follow any conventional musical rules of melody, rhythm or harmony. Many musicologists view musique concrete as a precursor to electronica. Furthermore, many groups from Throbbing Gristle to Depeche Mode have sampled ‘found sounds’ in their musical output as well as many of the earlier pioneers in Krautrock.
The roots of Krautrock can also be traced back to one of Germany’s musical giants, Karlheinz Stockhausen. I’ve been aware of Stockhausen’s work through his influence on the Beatles (Stockhausen is one of the figures on their 1967 Sgt. Pepper’s Lonely Hearts Club Band LP cover). Although in the public’s mind it was John Lennon that was associated with the more avant-garde recordings by the Beatles (‘Revolution 9’ and ‘What’s The New Mary Jane’) and his first solo albums with second wife Yoko Ono (Two Virgins, Life With The Lions, and Wedding Album), it was actually Paul McCartney who first developed an interest in avant-garde composers such as Stockhausen. (In fact, prior to his relationship with Ono, Lennon was famously quoted as saying “Avant-garde is French for bullshit”). Evidence for McCartney’s interest in Stockhausen and the avant-garde is the still unreleased Beatles composition ‘The Carnival of Light’ recorded in January 1967 for The Million Volt Light and Sound Rave held at the Roundhouse Theatre).
Stockhausen is seen by many as one of the greatest musical innovators and visionaries of the twentieth century. His electronic compositions were way ahead of his time, and had a large influence on many more modern day recording artists including Frank Zappa, Pete Townsend (The Who), Roger Waters (Pink Floyd), and Björk. In relation to Krautrock, two members of Can (Irmin Schmidt and Holger Czukay) were actually tutored by Stockhausen at the Cologne Courses for New Music, and Kraftwerk claim they also studied under him.
In terms of Krautrock’s influence on modern music, it doesn’t matter whether it was genuinely new. It was genuinely (West) German and grew largely from individuals’ psychological and/or political reaction to their experiences of growing up in post-war Germany following the fall of Nazism. The content of the output may not have been psychologically-based, but the attitude and spirit in making such music arguably was. We are all products of our genetics and our environment, and post-war teenagers born after 1945 in Germany experienced a culture and an immediate history that most can never ever experience. The Krautrockers fighting (artistically, culturally and literally) against the ‘establishment’ in late 1960s brought about some of the greatest music ever produced, and I for one, am eternally grateful for the pleasure it has brought in my own life.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Blaney, J. (2005). John Lennon: Listen to this Book. Guildford: Paper Jukebox, Biddles Ltd.
Buckley, D. (2012). Kraftwerk Publication. London: Omnibus.
Cope, J. (1996). Krautrocksampler (Second Edition). Head Heritage.
Reed, S.A. (2013). Assimilate: A Critical History of Industrial Music. New York: Oxford University Press.
Stubbs, D. (2014). Future Days: Krautrock and the Building of Modern Germany. London: Faber & Faber.
Wikipedia (2014). Krautrock. Located at: http://en.wikipedia.org/wiki/Krautrock
Wikipedia (2014). Musique concrète. Located at: http://en.wikipedia.org/wiki/Musique_concrète
Clothes of play: The psychology of fancy dress
Yesterday, my local paper (The Nottingham Post) interviewed me for a Halloween story about the psychology of fancy dress (which you can read here). Before I was interviewed, I did a search of academic literature databases and couldn’t find a single academic paper that had been published on the topic. Although this didn’t surprise me, it did mean that everything I said to the journalist was opinion and speculation (at best). The first thing I did was think all the different situations in which people wear fancy dress costumes and this is what I came up with:
- Those that wear fancy dress as part of a calendar event or festival (e.g., Halloween or the Mardi Gras)
- Those who wear fancy dress costumes as part of an organized fancy dress event (e.g., a fancy dress party, a fancy dress competition, a murder mystery party, or a one-off occasion such as an event we had here in Nottingham [March 8, 2008] to break the world record for the most people dressed as Robin Hood (1,119 individuals dressing up breaking the previous record of 607).
- Those who wear fancy dress costumes as part of their job (e.g., a clown, a strip-o-gram, an actor, Santa in a shop store at Christmas, etc.).
- Those that wear fancy dress costumes as a form of disguise (such as bank robbers dressed in the masks and clothes to hide their identities).
- Those who wear fancy dress costumes as a way of raising money (e.g., people in the London marathon who are sponsored while wearing ridiculous costumes).
- Those who wear fancy dress costumes as part of an external group event such as a group all dressing identically on a hen night/stag night, or groups of people that go to football matches or Test cricket matches. This could also apply to individuals who dress up as characters from plays or musicals while watching the said stage shows (e.g., dressing up like a Rocky Horror Picture Show character (e.g., Frank N. Furter) or dressing up like Dorothy while attending a Wizard of Oz ‘sing-a-long’ show). This might also apply to groups of people like the Furry Fandom who dress up as animals and meet up socially to explore different sides of their ‘fursona’ (i.e., their animal persona).
- Those that wear fancy dress costumes as part of sexual role-play or other sexual acts (for more detail, see my previous blogs on uniform fetishism and Nazi fetishism).
- Those that wear fancy dress as part of a cult or ritualistic event such as devil worship (although such people may argue that they are not dressing up but merely wearing their expected ‘uniform’).
- None of the above (e.g., people that wear fancy dress costumes as the result of losing a bet).
The reason for compiling a list like this was to get a better idea of what the psychological motivation is behind dressing in a fancy dress costume. Although most people might say that the main reason for dressing up in fancy dress is because it’s a fun and/or exciting thing to do, the list I compiled clearly shows the range of motivations is much greater than one might initially suspect. I’m not claiming that my list is exhaustive, but it shows that reasons for wearing costumes are many and varied. Reasons could be financial (to earn money, to raise money for charity), sexual (particular fancy dress outfits being arousing either to the wearer or the observer), psychological (feeling part of a united group, attention-seeking, exploring other facets of an individual’s personality), practical (concealing true identity while engaged in a criminal act), and/or idiosyncratic (trying to break a world record). For others it might be coercive (e.g., being forced to dress up as a form of sexual humiliation, or punishment for losing a bet).
One of the most well known social psychologists, Professor Michael Argyle made a passing reference to fancy dress in relation to self-identity his 1992 book The Social Psychology of Everyday Life. He noted:
“It is not only punks and skinheads who put on fancy dress; Scottish country dancers, bowls players, musicians and many others have their special costumes. Mass forms of leisure do not help to give a sense of identity, with the exception of supporting sports teams, which certainly does. It is the more engrossing and less common forms of leisure that do most for identity”.
It’s debatable whether this really refers to fancy dress but for some people, fancy dress will always be about either self-identity and/or group identity. I also came across an online article by British psychologist Dr. Catherine Tregoning that looked at what people engage in most at Halloween and what it says about them in relation to their occupation (I ought to add that the article was on a job-hunting website). At Halloween, do you watch horror films? Do you carve pumpkins? Do you go on ghost hunts? Do you like dressing up in Halloween costumes? If you do, Dr. Tregoning claimed that:
“This may mean you’re the type to keep reinventing yourself and often change career! Or do you operate in different guises in your current role, changing your personality and presenting your outward self differently according to who you’re with or the task in hand? Or do you need some form of escapism from your day job? If you’re good at acting a part on Halloween – then use your skills to “act” confident in an interview or “act” calm under pressure when delivering a presentation”
Another article by Rafael Behr published in The Guardian examined the politics and psychology of fancy dress. In relation the psychology, Behr’s views had some crossover with the interview I did with my local newspaper on the topic:
“Children love dressing up, especially in clothes that make them feel grown up. Adults like dressing up because it reminds them of that feeling of being children getting excited about dressing like a grownup. What this indicates is that actually being a grownup is generally overrated and involves spending a lot of time in disappointing clothes. Anyone who goes to a party in fancy dress will feel a pang of anxiety immediately before arrival that they have made a mistake and it is not a fancy dress party at all. If you have this feeling before arriving at a wedding or funeral, go home and change. Only senior members of the clergy are allowed to wear ridiculous clothes in churches”.
Finally, another online article that examined dressing up for Halloween was one by psychotherapist Joyce Matter who examined whether fancy dress costumes bring out a person’s alter ego (or as she termed it, an individual’s “shadow side”).
“Do we all reveal our shadow sides with our costume choices? Do those aspects of self that we have repressed express themselves uncontrollably when we are at Spirit Halloween? Perhaps…Expressive play can be one of the most cathartic experiences as well as giving us the freedom to discover hidden aspects of self that may contain valuable resources we are repressing. A refusal or inability to do so reveals difficulty with self-acceptance and perhaps a preoccupation with the opinions of others…Through my work as a therapist, I have come to believe the shadow side is not necessarily dormant characteristics that are negative—they often contain positive aspects of self which we have not been free to embody. Once we honor and integrate them, they can become powerful strengths”.
As an adult, I have never put on fancy dress for Halloween. In fact, the only time I have dressed up in anything approaching fancy dress was when I played a French butler during a murder mystery evening with friends. As there is no scientific research on the topic I don’t know if I am typical of middle-aged men or whether I am just content with my life that I don’t feel the need to act out or experiment within the confines of costume role-play.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Argyle, M. (1992). The Social Psychology of Everyday Life. London: Routledge
Behr, R. (2014). The rules: Fancy dress. The Guardian, January 25. Located: http://www.theguardian.com/commentisfree/2014/jan/25/etiquette-guide-to-fancy-dress
Lyons, C. (2014). Dressing for the part. The Stylist. Located at: http://www.stylist.co.uk/life/dressing-for-the-part
Marter, J. (2013). Your Halloween costume may reveal your shadow side. Psych Central, October 6. Located at: http://blogs.psychcentral.com/success/2013/10/your-halloween-costume-may-reveal-your-shadow-side/
Mehmi, N. (2010). How to pick your fancy dress costume to attract the opposite sex. E-Zine Articles, December 3. Located at: http://ezinearticles.com/?How-To-Pick-Your-Fancy-Dress-Costume-To-Attract-The-Opposite-Sex&id=6485736
Tregoning, C. (2013). Halloween is coming!…..What your take on it might say about your career! Jobs.ac.uk, October 6. Located at: https://blogs.jobs.ac.uk/psychology/2013/10/06/halloween-is-coming-what-your-take-on-it-might-say-about-your-career/
Campaign killer? Gambling with people’s reputations (revisited)
On Twitter last week, Adrian Parkinson of the Campaign for Fairer Gambling (and the associated Stop The FOBTs campaign) posted a number of tweets about me (and my research). In the tweets, Parkinson said that (a) I am a “supposed academic”, (b) I am the “industry ‘funded’ defender of FOBTs” (fixed odds betting terminals), (c) I am “doing more dirty work” for the Association of British Bookmakers, and (d) I do “what the industry tells [me] to do”.
All of these assertions are untrue and potentially libellous. According to legal dictionaries, the official definition of libel is “to publish in print (including pictures), writing or broadcast through radio, television or film, an untruth about another which will do harm to that person or his/her reputation, by tending to bring the target into ridicule, hatred, scorn or contempt of others”. Based on this defintion, Parkinson’s tweets are potentially libellous and are definitely an attack on my professional integrity. This cannot go unchallenged so here are the facts of the matter in relation to the claims made.
- “Supposed academic”: Obviously the assertion by Parkinson that I am a “supposed academic” is both false and deliberately malicious. An academic by most dictionary definitions is “a teacher or scholar in a university or other institute of higher education”. As a professor employed at an English university, there is nothing “supposed” about my occupation or status. To add to this, I would point out that on the basis of my academic research and reputation I became of one of the UK’s youngest ever professors (aged 34 years). So far in my career, I have been awarded 14 national and/or international awards and prizes for my gambling research and research dissemination including three Fellowship awards (British Psychological Society, Royal Society of Arts, and the Academy of Social Sciences) and two Lifetime Achievement awards. I am also one of the most highly cited psychologists in the world (currently 17,500 citations on Google Scholar that you can check here).
- “Industry funded’ defender of FOBTs”: Parkinson claimed that I am “funded defender” of FOBTs and the gambling industry. In my career to date, I have published approximately 460 academic peer reviewed journal papers (which most academics would describe as ‘prolific’ – and not bad for a “supposed academic”) and another 1000+ academic articles (in professional/practitioner journals, gambling trade press, newspapers, magazines, etc.). Of these 1500 or so papers and articles, none were funded by a research grant from the gaming industry. Two of the papers I have published – both concerning social responsibility in gambling initiatives – did arise out of gaming industry consultancy (one study was about gamblers’ attitudes toward the social responsibility tool PlayScan funded by Svenska Spel, and the other was the development of a new social responsibility tool for the gaming industry to use to protect vulnerable player funded by the Nova Scotia Gaming Corporation). Also, none of my published academic papers has ever been specifically about FOBTS. I have published a handful academic journal papers that have mentioned FOBTs in passing but all of those were papers based on data collected in the British Gambling Prevalence Surveys (of which I was one of the co-authors) and were funded by the Gambling Commission not the gambling industry. In 2008, I also wrote a report for the Department of Culture, Media and Sport (again funded by the Gambling Commission) on high stake-high prize machines that included references to FOBTs. However, the only article I have ever published specifically on FOBTs was one of my previous blogs (which looked at FOBTS in relation to the BGPS findings). In short, the assertion that I am an “industry ‘funded’ defender of FOBTs” simply has no basis in truth whatsoever.
- “Dirty work” for the Association of British Association of Bookmakers: Parkinson claimed I carry out “dirty work” for the ABB. In my academic career I have been a consultant in the area of responsible gambling for approximately 15 years and have written in the region of 150 consultancy reports. Of these reports, three have been for the Association of British Bookmakers. The first report (in June 2013) was evaluation and input into the new code of conduct concerning responsible gambling and player protection (and which I wrote about in a previous blog). I was invited to carry out this piece of work by Neil Goulden (Chairman of the UK’s Responsible Gambling Trust) specifically because of my reputation of being both totally independent and as someone that has been critical of the gambling industry on previous occasions in relation to social responsibility and player protection. More recently (July 2014), I was commissioned to carry out two further pieces of consultancy for the ABB. The first was a review of problem gambling in Great Britain and the second was a preliminary evaluation of the responsible gambling initiatives relating to the introduction of the ABB’s new Code of Conduct (both of which are being published today). All three pieces of consultancy that I have carried out for the ABB concerned player protection and responsible gambling. Far from being “dirty work” they are the very areas areas that are at the heart of almost all the research that I carry out into problem gambling.
- “Doing what the industry tells me to do”: Of all the potentially libellous claims made about me by Parkinson, this is the one that is the most ludicrous. The main reason I was asked for my expertise in the first place by the ABB was because I have never been afraid to criticize the gaming industry when they have done something I believe to be wrong and/or socially irresponsible. Anyone who actually knows me and has followed my research career over the last three decades will tell you that the one common denominator is my absolute independence in anything that I do. For the best part of 15 years I was vilified and criticized by some members of the gaming industry because of my belief that vulnerable and susceptible people should be protected from the potential harms of gambling. When ‘social responsibility’ and ‘responsible gambling’ became important issues in gaining operating licenses, gaming companies soon started approaching me to help them develop their codes of conduct and player protection programs. In short, I have spent years telling the gambling industry what I think they should do to minimize problem gambling (not the other way around).
There are of course bigger issues here concerning research funding, and this is an issue on which I have published my own views (see ‘Further reading’ below). Parkinson’s incorrect and misguided comments about me appear to be based on the view that academics shouldn’t have any association whatsoever with the gambling industry. Unfortunately, this (in my opinion) is a blinkered view that will not help those that need it (i.e., vulnerable populations). Almost all of the ‘big name’ researchers in the gambling studies field have carried out research and/or consultancy funded by the gambling industry. When this happens it may call into question academic ‘independence’. However, industry funded research appears to be an increasing economic reality in many countries across the world. In the UK, the governmental philosophy of research funding relating to gambling is now ‘polluter pays’ (i.e., the UK government has said it will not fund research on gambling and that the industry will have to pay for such work itself). Although my own research is not industry funded, the current funding model is pushing researchers in the gambling field down such a route.
One researcher that I have published with (now retired from day-to-day university life) refuses to carry out research or consultancy if it is sponsored or funded by the gambling industry (even indirectly via the Responsible Gambling Trust because the money is accrued from voluntary donations by the gambling industry). Furthermore, he will not attend conferences that have gaming industry sponsorship and declines invitations to speak if they are held on gaming premises. Although laudable and highly principled, researchers who now want to pursue a research career in the gambling studies field will are likely to find that taking such principled actions will become a barrier to career enhancement.
Having been in the gambling studies field for nearly 30 years now, I feel very proud that over the last decade, some sectors of the gaming industry have now started to take the issue of social responsibility in gambling seriously. All the personal vitriol that I received for years from certain individuals working in the gaming industry appears (in retrospect) to have been worth it. My own view is that if those in the gambling industry are really serious about social responsibility, they need to sometimes work in partnership with researchers in the gambling studies field if the end goal is the same (i.e., protection of vulnerable individuals and minimization of problem gambling).
From my research, I have gotten to know people that have had gambling problems and that would like to ban slot machines (including FOBTs). This is highly unlikely to reduce gambling problems. We know that banning alcohol does not cure alcoholism. Similarly, banning gambling products will not solve the issue of problem gambling. It would only drive the activity underground. Most people that gamble (including myself) do not have a problem. The underlying principle of social responsibility is to maximize fun for those that enjoy gambling and minimize harm for those that may be vulnerable. Mr. Parkinson and his campaign have every right to express their views but what they say should have a basis in fact (rather than prejudice) and they definitely shouldn’t resort to questioning my reputation or research in the absence of the full facts.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham
Further reading
Adams P. J., Raeburn J., De Silva K. (2009). A question of balance: prioritizing public health responses to harm from gambling. Addiction, 104: 688–91.
Griffiths, M.D. (2009). Minimising harm from gambling: What is the gambling industry’s role? Addiction, 104, 696-697.
Griffiths, M.D. (2008). Impact of high stake, high prize gaming machines on problem gaming. Birmingham: Gambling Commission.
Griffiths, M.D. (2009). Gambling research and the search for a sustainable funding infrastructure. Gambling Research, 21(1), 28-32.
Griffiths, M.D., Wood, R.T.A. & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behaviour among Internet gamblers. CyberPsychology and Behavior, 12, 413-421.
Morrison, P. (2009). A new national framework for Australian gambling research: A discussion paper on the potential challenges and processes involved. Gambling Research, 21(1), 8-24.
Wood, R.T.A., Shorter, G.W. & Griffiths, M.D. (2014). Rating the suitability of responsible gambling features for specific game types: A resource for optimizing responsible gambling strategy. International Journal of Mental Health and Addiction, 12, 94–112.
Blog-nitive psychology: 500 articles and counting
It’s hard for me to believe that this is the 500th article that I have published on my personal blog. It’s also the shortest. I apologise that it is not about any particular topic but a brief look back at what my readers access when they come across my site. (Regular readers might recall I did the same thing back in October 2012 in an article I wrote called ‘Google surf: What does the search for sex online say about someone?’). As of August 26 (2014), my blog had 1,788,932 visitors and is something I am very proud of (as I am now averaging around 3,500 visitors a day). As I write this blog, my most looked at page is my blog’s home page (256,262 visitors) but as that changes every few days this doesn’t really tell me anything about people like to access on my site.
Below is a list of all the blogs that I have written that have had over 10,000 visitors (and just happens to be 25 articles exactly).
- Coprophilia (40,001)
- Urophilia (38,933)
- Somnophilia (22,291)
- Trampling fetishes (20,651)
- Urethral manipulation (20,234)
- Scrotal infusion (20,041)
- Genital bisection (18,715)
- Felching (18,193)
- Vorarephilia (16,566)
- Insect sting fetishes (16,236)
- Transformation fetishes (15,731)
- Amputee fetishes (15,467)
- Macrophilia (15,322)
- Sexual masochism (13,937)
- Formicophilia (13,655)
- Eproctophilia (13,295)
- Lactophilia (12,656)
- Equinophilia (12,434)
- Spit fetishes (12,259)
- Menophilia (11,855)
- Paraphilic infantilism (11,590)
- Zoophilia (11,235)
- Transvestic fetishism (10,661)
- Forniphilia (10,046)
- Necrophilia (10,020)
The first thing that struck me about my most read about articles is that they all concern sexual fetishes and paraphilias (in fact the top 30 all concern sexual fetishes and paraphilias – the 31st most read article is one on coprophagia [7,250 views] with my article on excessive nose picking being the 33rd most read [6,745 views]). This obviously reflects either (a) what people want to read about, and/or (b) reflect issues that people have in their own lives.
I’ve had at least five emails from readers who have written me saying (words to the effect of) “Why can’t you write what you are supposed to write about (i.e., gambling)?” to which I reply that although I am a Professor of Gambling Studies, I widely research in other areas of addictive behaviour. I simply write about the extremes of human behaviour and things that I find of interest. (In fact, only one article on gambling that I have written is in the top 100 most read articles and that was on gambling personality [3,050 views]). If other people find them of interest, that’s even better. However, I am sometimes guided by my readers, and a small but significant minority of the blogs I have written have actually been suggested by emails I have received (my blogs on extreme couponing, IVF addiction, loom bands, ornithophilia, condom snorting, and haircut fetishes come to mind).
Given this is my 500th article in my personal blog, it won’t come as any surprise to know that I take my blogging seriously (in fact I have written academic articles on the benefits of blogging and using blogs to collect research data [see ‘Further reading’ below] and also written an article on ‘addictive blogging’!). Additionally (if you didn’t already know), I also have a regular blog column on the Psychology Today website (‘In Excess’), as well as regular blogging for The Independent newspaper, The Conversation, GamaSutra, and Rehabs.com. If there was a 12-step ‘Blogaholics Anonymous’ I might even be the first member.
“My name is Mark and I am a compulsive blogger”
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2012). Blog eat blog: Can blogging be addictive? April 23. Located at: https://drmarkgriffiths.wordpress.com/2012/04/20/blog-eat-blog-can-blogging-be-addictive/
Griffiths, M.D. (2012). Stats entertainment: A review of my 2012 blogs. December 31. Located at: https://drmarkgriffiths.wordpress.com/2012/12/31/stats-entertainment-a-review-of-my-2012-blogs/
Griffiths, M.D. (2013). How writing blogs can help your academic career. Psy-PAG Quarterly, 87, 39-40.
Griffiths, M.D. (2013). Stats entertainment (Part 2): A 2013 review of my personal blog. December 31. Located at: https://drmarkgriffiths.wordpress.com/2013/12/31/stats-entertainment-part-2-a-2013-review-of-my-personal-blog/
Griffiths, M.D. (2014). Top tips on…Writing blogs. Psy-PAG Quarterly, 90, 13-14.
Griffiths, M.D. (2014). Blogging the limelight: A personal account of the benefit of excessive blogging. May 8. Located at: https://drmarkgriffiths.wordpress.com/2014/05/08/blogging-the-limelight-a-personal-account-of-the-benefits-of-excessive-blogging/
Griffiths, M.D., Lewis, A., Ortiz de Gortari, A.B. & Kuss, D.J. (2014). Online forums and blogs: A new and innovative methodology for data collection. Studia Psychologica, in press.
Trance-sexuality: A brief look at sex and stage hypnosis
Regular readers of my blog may remember that my first academically published papers were on hypnosis (as I recounted in a previous blog I did on hypnofetishism). Consequently, I’ve always had a passing interest in stage hypnotism although some of those that I’ve seen sail close to the wind in terms of their ethics. In fact the following online query raised some of the sort of questions I have often asked myself when watching such shows:
“My in-laws recently attended an ‘adults only’ hypnotist show in Las Vegas. The hypnotist selected audience members to be hypnotized. I’m sure you all know the drill here. The selected individuals did all sorts of sexual (or inferred sexual acts) from masturbating a teddy bear to having an orgasm when another sneezes…Is it ethical? Is it a form of abuse if these people were not in full control of their capacities? I would think in this day of lawsuit happy lawyers a participant could easily sue a hypnotist for ‘suggesting’ this type of behavior”
Over the last few years there have been a number of high profile stories about ‘X-rated’ stage hypnotists. For instance, in 2012, Colin Adamson’s “raunchy hypnosis show” was banned for being “too rude” by the University of Kent’s student union after the hypnotist got his participants to simulate sex acts and lap dances on stage. Some of those on stage were made to believe they were having orgasms while others simulated masturbation. One of the women that was hypnotized into believing she had been touched indecently by someone watching the show and was left ”too upset to speak”. Sadaeva president of the University of Kent Feminist Society was “disgusted” and was quoted as saying: “[Adamson] shows a lack of empathy towards rape victims and all women, and a lack of basic human decency – he has no place at a student union”.
One infamous case of problems with someone that participated in stage hypnotism was recounted by Dr. Michael Heap in a 2000 issue of the journal Contemporary Hypnosis (as well as on his own website). Heap was an expert witness for the defendant in a case he calls ‘Norman versus Byrnes’ (Mr. Byrnes was the defendant, the stage hypnotist; Mr. Norman, the plaintiff was the person on stage under hypnosis). Dr. Heap began by briefly reviewing the main issues:
“Mr. Norman’s story is that on Wednesday June 30th 1993, he took part in Mr. Byrnes’s stage hypnosis show at a hotel. At some point in the show Mr. Byrnes offered to help Mr. Norman give up smoking. Amongst other things, he gave him a post-hypnotic suggestion that from now on cigarettes would taste foul. Towards the end of the performance Mr. Byrnes suggested to his volunteers that as they were sitting in their chairs they would feel more and more sexy. He then hit his microphone repeatedly calling out ’10 times more sexy’, ’20 times more sexy’…..and so on. Mr. Norman seemed to become carried away; he stood up and made thrusting movements at the chair. Mr. Byrnes then suggested to the participants that when they went to bed that night they would feel even 50 times more sexy than they did then. Mr. and Mrs. Norman both confirmed that when they went to bed that night, as soon as Mr. Norman laid down on the mattress he started shaking violently and bouncing up and down. Mr. Norman claimed that he was having sexual intercourse with the mattress and that indeed he did find the mattress sexually attractive. Thus he continued simulating intercourse with the mattress and the other contents of his bed, with the exception of his wife”.
Mr. Norman had sex with his hotel bedroom furniture for about four hours (1am to 5am). When Mr. Norman stopped at one point to smoke a cigarette he became violently sick. On resuming his furniture sex, Mrs. Norman managed to stop the activity by blowing cigarette smoke into her husband’s face. Over the following days, Mr. Norman’s sexual urges diminished during the day but the uncontrollable urge to have sex with the furniture and other domestic appliances came back each night in the hotel room. Mr. Norman and his wife reported that the objects that became sexually attractive included all the bed’s contents, the hotel ceiling, a variety of ornaments in the hotel room, the room’s armchair, the hotel bath, and a tumble dryer. Dr. Heap then reported:
“On Monday, five days after her husband’s stage hypnosis experience, Mrs. Norman went to see a lawyer; on Wednesday Mr. Norman went to see his doctor. He was prescribed antidepressants and several days later his doctor ‘performed hypnotherapy on him to remove the post-hypnotic suggestion’ and this appeared to be successful. However, about three weeks later he was referred to a psychiatrist, Dr. Thomas, with ‘depression and delusions’ and violent behaviour. Dr. Thomas saw Mr. Norman on October 18th…Dr. Thomas ascribed Mr. Norman’s problems to Mr. Byrnes’s failure to take him ‘out of the hypnotic trance’…Things appeared to go quiet, and Mr. Norman did not receive any medication or treatment for these problems until four months later…Mr. Norman continued to present with a bewildering array of mental symptoms variously diagnosed as dissociative state, hypomania, hysteria, Ganser’s syndrome, major depression, post-traumatic stress disorder, paranoid psychosis and schizo-affective disorder”.
Mr. Norman’s legal team then secured the services of a consultant psychiatrist Dr. James, who was former official of the British Society of Medical and Dental Hypnosis. Dr. James then made a number of allegations of negligence against Byrnes (e.g., Byrnes didn’t establish what the exact counter-suggestion should have been to dispel the post-hypnotic suggestion). Dr. Heap then claimed:
“When I consider these serious allegations against Mr. Byrnes, I cannot help hearing in my mind the music ‘The Sorcerer’s Apprentice’. Dr. James casts Mr. Byrnes in the role of an inept would-be wizard whose task, under the stern eye of a properly qualified master wizard, is to discover the best counter-spell or incantation that would lift the evil curse with which he had previously inadvertently bewitched Mr. Norman…This case came to trial in September 1997. I sat in Court every day…but on the fifth day, long before the defence had opened its case, the trial collapsed. Mr. Norman’s financial backer withdrew, his legal aid having already been rescinded. The reason for the latter was as follows: had Mr. Norman won his case, the compensation that he would have received would have been claimed back by the state to offset the considerable welfare and sickness benefits he had received while indisposed. Thus he would have been financially no better off and legal aid is not granted when such is the case”.
Dr. Heap was under the view that Mr. Norman was “clearly malingering in his claims to have been afflicted with his unusual sexual compulsions”. Heap claimed that there were grounds for considering Norman’s symptoms as a factitious disorder (like Munchausen’s Syndrome).
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Heap, M. (2000). A legal case of a man complaining of an extraordinary sexual disorder following stage hypnosis. Contemporary Hypnosis, 17(3), 143-149.
Heap, M. (2001). Some stories about hypnosis. The Skeptical Intelligencer, 3(4), 29-35
Heap, M. (2014). Some stories about hypnosis. Located at: http://www.mheap.com/hypnosis.html
Play to win: A brief look at competitive video gaming
To date, competitive gaming has not been widely researched or recognized in the scientific and professional literature on video games. As the name suggests, competitive gaming comprises players who regularly compete in tournaments organized and run by the gaming community, often for large monetary gains. Secondary benefits include the recognition and admiration of other gaming community members. Such tournaments are now often run by companies that host the events at large convention centers in major cities (e.g., New York City, Los Angeles, Seoul, etc.).
Despite three decades of worldwide growth in competitive gaming, little empirical investigation has catalogued these activities. Although empirical studies are lacking, studies have noted that competitive games now use Internet radio coverage with play-by-play commentaries, large-screen televised projections of game footage, sizeable live audiences, and cash prizes in the hundreds of thousands of dollars. For elite competitive gamers (i.e., professional gamers), the activity is a full-time job. Many games played competitively appear to demand high levels of sophistication in strategizing, planning, multi-tasking, and timing to master.
Academic studies have shown that certain competitive games, if used properly, can also promote prosocial behaviour and skill development. Furthermore, professional success in competitive gaming seemingly requires persistent practice and sophisticated skill sets. It is likely that these positive effects are more substantial than the effects of games played on a casual level. Numerous studies have demonstrated the benefits of gaming more generally in lieu of the positive effects of competitive gaming, particularly in relation to improved spatial cognitive benefits. Studies have also suggested that video games can provide an enriched medium for strategic problem solving. Other studies support the differences between novice and advanced levels of play in video games. For instance, research has demonstrated measurable differences between novice and expert game players, the latter group often demonstrating enhanced short-term memory, executive control/self-monitoring, pattern recognition, visual-spatial abilities (e.g., object rotation), and task-switching efficiency, along with more efficient problem-solving skills.
Competitive gaming has the potential to change the dynamics and motivations of gaming. For instance, if a player can make a financial living and career from playing a video game, it becomes an occupation rather than a hobby. This raises interesting questions about the role of context in excessive gaming and potential addiction. Although there is ongoing scientific debate on the nature and extent of adverse consequences associated with excessive digital technology use, I have noted (in a 2010 issue of the International Journal of Mental Health and Addiction) that long hours of video game use alone do not indicate video game addiction (i.e., heavy use on its own is not a sufficient criterion for addiction). Therefore, in order to evaluate problematic video game use, researchers must consider possible negative consequences players are experiencing in their lives. When video game players are capable of financially supporting themselves from their play, this matter becomes more complex. For example, how would one categorize a professional video game player who was making over $100,000 per year playing video games, but was also experiencing social difficulties as a result of excessive video game use? This point is not meant to imply that a successful professional gamer is incapable of suffering pathological effects from game use, but rather to raise the distinct possibility that professional gamers will view their use as non-problematic due to the success they experience.
When it comes to competitive gaming, many players will play excessively and spend hours and hours every single day either practicing or competing. For many competitive gamers, their whole life is dominated by the activity and may impact on their relationships and family life. However, this does not necessarily mean they are addicted to playing the games because the excessive game playing is clearly a by-product of the activity being their job. However, it could perhaps be argued that they are addicted to their work (and in this case, their work comprises video game playing).
Workaholics have been conceptualized in different ways. For instance, in a 2011 review I published in The Psychologist, I noted that workaholics are typically viewed as one (or a combination) of the following. They are (i) viewed as hyper-performers, (ii) work as a way of stopping themselves thinking about their emotional and personal lives, and (iii) are over concerned with their work and neglect other areas of their lives. Some of these may indeed be applied to competitive gamers (particularly the reference to ‘hyper-performers’ and the fact that other areas of their lives may be neglected in pursuit of their ultimate goal). Some authors note that there is a behavioural component and a psychological component to workaholism. The behavioural component comprises working excessively hard (i.e., a high number of hours per day and/or week), whereas the psychological (dispositional) component comprises being obsessed with work (i.e., working compulsively and being unable to detach from work). Again, these behavioural and psychological components could potentially be applied to competitive gamers.
I have also noted that there are those who differentiate between positive and negative forms of workaholism. For instance, some (like myself) view workaholism as both a negative and complex process that eventually affects the person’s ability to function properly. In contrast, others highlight the workaholics who are totally achievement oriented and have perfectionist and compulsive-dependent traits. Here, the competitive gamer might be viewed as a more positive form of workaholism. Research appears to indicate there are a number of central characteristics of workaholics. In short, they typically: (i) spend a great deal of time in work activities, (ii) are preoccupied with work even when they are not working, (iii) work beyond what is reasonably expected from them to meet their job requirements, and (iv) spend more time working because of an inner compulsion, rather than because of any external factors. Again, some or all of these characteristics could be applied to competitive gamers.
Furthermore, competitive gaming is not the sole means by which proficient gamers can financially support themselves. Researchers (such as Dr. Edward Castranova) studying the economics of synthetic worlds (e.g., digital gaming environments) have observed that gamers also procure income by marketing virtual objects in Massively Multiplayer Online Role-Playing Games (MMORPGs). These digital objects often include avatars, or characters controlled by players that interact with gaming environments and other players. Each avatar has unique physical attributes and skills that a player may select, purchase, and/or develop over many hours of game play (e.g., the gradual enhancement strength, speed, weapon-wielding abilities, etc.).
As noted above, competitive gamers are likely to play for extended periods of time and sacrifice other areas of their lives if they have the potential to make a living from gaming. This single-minded dedication may become a problem for some players because the goal of becoming a professional gamer is often unrealistic. There are currently no precise figures relating to the number of competitive game players, but anecdotal evidence suggests that few professional gamers generate sufficient income to support themselves financially. Although viability may change in the future, at present, the great majority of competitive gamers have little chance of becoming successful and financially independent professionals. For this reason (i.e., the motivation to become a professional), competitive gamers may be more susceptible to excessive use than the average video game player. Additionally, even successful professional gamers are likely to play for extended periods of time, as playing less than eight hours each day could mean that they are not practicing enough compared to other professional players. Those who work with (and treat) problematic video game players should keep this factor in mind (especially given that excessive video game use may increase as competitive gaming receives more bona fide recognition as a possible career choice).
Competitive gaming, as with video game playing more generally, has psychosocial advantages and disadvantages and is thus an important area to consider when evaluating gaming as a whole. It may be critical to include questions about competitive gaming (and context more generally) in measures evaluating the degree, extent, and “addictive” potential of video game use. Furthermore, it would appear essential for psychologists to inquire about competitive gaming in a clinical interview during which a client reports playing video games. If clients turn out to be competitive gamers, this will likely distinguish them in many ways from a person who simply plays video games excessively for fun and/or escape.
Various approaches and strategies could be used to stimulate research into competitive gaming. For example, studies could compare the abilities of professional or high-level competitive gamers with everyday or far less experienced gamers to better understand (a) similarities and contrasts in capacities, and (b) whether skills transfer to other domains. Another possibility is to utilize case studies of highly successful professional gamers. Such in-depth studies can generate descriptive information that can help in formulating hypotheses about potential differences between these individuals and non-competitive gamers and lead to better informed and more rigorous empirical investigations. How and why are some competitive gamers able to succeed while so many other players try and fail? Are some of these characteristics and skills (e.g., persistence and speed of mental processing) similar to those seen in professional athletes or others who are extremely successful in their occupations?
Competitive gaming may offer numerous benefits that could be more pronounced than the positive effects found when games are played casually. It may also be problematic, as competitive gamers might be more likely to sacrifice other areas of their lives if they believe they can become professional players. Most importantly, those researchers in the gaming studies field might keep in mind that competitive and professional gamers are a distinct population and may differ considerably (both psychologically and/or behaviorally) from casual gamers.
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Kyle Faust and Joseph Meyer
Further reading
Andrews, G., & Murphy, K. (2006). Does video game playing improve executive functioning? In M. A. Vanchevsky (Ed.), Frontiers in: Cognitive psychology (pp. 145–161). Hauppauge, NY: Nova Science Publishers.
Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani, M., & Gratton, G. (2008). The effects of video game playing on attention, memory, and executive control. Acta Psychologica, 129, 387–398.
Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago, IL: The University of Chicago Press.
Castronova, E., Williams, D., Shen, C., Ratan, R., Xiong, L., Huang, Y., & Keegan, B. (2009). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media and Society, 11, 685–707.
Cheshire, T. (2011, July 4). Career gamers: Inside the world of modern professional gaming. Wired. Retrieved from http://www.wired.co.uk/magazine/archive/2011/07/features/career-gamers?page=all
Faust, K., Meyer, J. & Griffiths, M.D. (2013). Competitive gaming: The potential benefits of scientific study. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-76.
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