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No time for the crime: Excessive adolescent video game playing, social networking and crime reduction

On Sunday February 9, 1964, The Beatles made their debut on US television. Their appearance on the Ed Sullivan Show drew an estimated audience of 73 million people. One of the most quoted consequences associated with this particular show was that between 8pm and 9pm when the show was aired, a number of news reports claimed that there was no reported incidence of juvenile crime across America during the time of the broadcast.  The editor of Newsweek, B.F. Henry, went as far as to claim that “there wasn’t so much as a hubcap stolen” during the hour that The Beatles were on the show.

This apocryphal tale, at the very least, shows the apparent compelling logic in the argument that when an activity is so engrossing it has the capacity to stop people engaging in other types of activity such as crime. Inspired by a speculative blog post on the topic, my friend and research colleague Dr. Mike Sutton failed to disconfirm what Dr. Sutton and I have called the Crime Substitution Hypothesis. We recently published a small paper in the journal Education and Health that examined the extent to which popular youth activity (namely video gaming and social networking) may be having an effect on youth offending and victimization.

Young people’s use of technology (the so called ‘screenagers’ and ‘digital natives’) has increased greatly over the last two decades and a significant proportion of daily time is spent in front of various screen interfaces most notably videogames, mobile phones (e.g., SMS) and the internet (e.g., social networking sites like Bebo, Facebook). These ‘digital natives’ have never known a world without the internet, mobile phones and interactive television, and are therefore tech-savvy, have no techno-phobia, and very trusting of these new technologies.

One of the most empirically researched areas is in the area of adolescent video gaming. Negative consequences of gaming have included addiction, increased aggression, and a variety of medical consequences, such as repetitive strain injuries, obesity, and photosensitive epilepsy. There is certainly evidence that when taken to excess, videogame playing can in some cases be addictive, especially online videogame playing where the game never pauses or ends, and has the potential to be a 24/7 activity. However, there are many reported benefits that adolescents can get from playing videogames. These can be educational, social and/or therapeutic.

Another positive benefit of playing video games along with activities like social networking may be the capacity to reduce youth crime. The reason why videogames may have implications for crime reduction is their use as ‘distractors’ (such as in the role of pain management). The reasoning is that ‘distractor tasks’ consume some degree of the attentional capacity that would otherwise be devoted to pain perception. I have noted in a number of my academic papers that the main reasons that videogames make good distractors are because they:

  • Are likely to engage much of a person’s individual active attention because of the cognitive and motor activity required.
  • Allow the possibility to achieve sustained achievement because of the level of difficulty (i.e. challenge) of most games during extended play.
  • Appear to appeal most to adolescents

For instance, one study reported the case of an eight-year-old boy with neurodermatitis being given a handheld videogame to prevent him from picking at his face. Where previous treatments had failed, the use of the game kept his hands occupied and within two weeks the affected area had healed. A number of studies have demonstrated that videogames can provide cognitive distraction for children undergoing chemotherapy. All these studies have reported that distracted child patients report less nausea after treatment (when compared with control groups), and that playing videogames reduced the amount of painkillers the children needed during treatment. The very reasons why video games may be of benefit therapeutically may also be applied to video games in a crime reduction context (i.e., the playing of video games is so cognitively distracting that that there is little time to do or think about anything else).

Consequently, there is a developing school of thought arguing that peoples’ participation (especially excessive use) in video gaming and social networking may be contributory factors that may partly explain the fall in crime rates in recent years. For instance, the economist Larry Katz was quoted in a 2010 issue of The Economist suggesting that the playing of video games may be playing a role in crime reduction. Katz’ reasoning is simple – keeping people busy keeps them out of trouble. There appears to be some statistical support for such a hypothesis as the decrease in US crime rates appears to show an inverse correlational relationship with increased sales of video game consoles and video games. Clearly this correlational evidence should be treated with caution as it says nothing about causation. However, it does provide a hypothesis that could be the subject of future empirical testing.

Could the rise in video game playing and social networking be a major cause of what criminologists claim is an unfathomable drop in crime, and if not, then why not? Routine Activity Theory predicts that if a substantial numbers of young people are not on the streets either as victims or offenders then overall high volume ‘crime opportunities’ would diminish, resulting in an overall drop in high volume crime rates. We have no idea yet whether what we might call the ‘crime substitution hypothesis’ is plausible. Therefore, in our recent paper, Dr. Sutton and I set out some ideas that support it as something possibly worthy of further exploration.

As highlighted above, research suggests some young people are spending many hours playing video games or social networking. Research also suggests that video games can be engrossing, addictive and in some cases compulsive. Additionally, research has failed to establish that violent media is either a necessary or sufficient condition for causing crime. Therefore, taking a Routine Activity Approach, it would seem that an increase in video gaming might feasibly lead to a rise in the illicit market for stolen computers and games consoles. However, there might be fewer thieves to supply it if:

  • Fewer potential offenders are getting addicted to opiates and other drugs, and/or misusing alcohol out of boredom because they have escaped boredom in the real world by entering the more exciting world of cyberspace to play and interact with others.
  • Potential offenders and victims are gaming excessively and/or compulsively checking Facebook and/or other social networking sites.
  • The game players and other ‘netizens’ are playing at home so (a) fewer potential offenders on the streets and fewer potential victims, and (b) houses are occupied for longer and so less susceptible to burglary.
  • Immersion and gaming prowess and reputation may be sufficient substitutes for the same things in the offline (real) world
  • The Internet allows more people to work from home so teleworking may reduce the pool of “available” victims on the street and also ensure fewer homes are empty during the day.

The evidence provided for the ‘crime substitution hypothesis’ in our paper was anecdotal and/or correlational in nature but we would argue that this would provide a fruitful avenue for further research. Such research into ‘crime substitution’ and gaming/social networking might involve: (i) measuring time spent gaming and social networking by groups that empirical research predicts are at greater risk of becoming offenders, (ii) conducting ethnographic studies with young people to gauge whether, and if so to what extent, gaming and social networking are used as a substitute for risky activities in the offline (real) world, and do this in relation to both potential offending and victimization, (iii) examining issues of offline and online peer status and how this may impact on consequent behaviour (including criminal activity), and (iv) further examining the correlation between console and game sales – and any data on playing time and type of games – with the general crime trend over the past 20 years.

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

Further reading

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

De Freitas, S. & Griffiths, M.D. (2008). The convergence of gaming practices with other media forms: what potential for learning? A review of the literature. Learning, Media and Technology, 33, 11-20.

Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.

Griffiths, M.D. (2005b). The therapeutic value of videogames. In Goldstein J. & Raessens J. (eds.) Handbook of Computer Game Studies (pp. 161-171). Boston: MIT Press.

Griffiths, M.D. (2008). Internet and video-game addiction. In C. Essau (Ed.), Adolescent Addiction: Epidemiology, Assessment and Treatment (pp.231-267).  San Diego: Elselvier.

Griffiths, M.D. (2010). Trends in technological advance: Implications for sedentary behaviour and obesity in screenagers. Education and Health, 28, 35-38.

Griffiths, M.D. & Kuss, D. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

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

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

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

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

Sutton, M (2010) Routine Activities Theory, the Internet and the 15-Year crime drop. Criminology: The Blog of Mike Sutton. Best Thinking: http://www.bestthinking.com/thinkers/science/social_sciences/sociology/mike-sutton?tab=blog&blogpostid=9634,9634

Are parents right to worry about their children’s time online?

In households across the country the scene is the same. Hundreds of thousands of youngsters are spending countless hours on social networking sites like Facebook or on internet sites such as YouTube. Indeed, a survey published last year during National Family Week reported that among eight to 15-year-old children, 40% of girls claimed Facebook was the most important thing in their lives (compared to just 6% of boys). Meanwhile, another survey reported that only 10% children had ever penned a handwritten letter. So should these findings be a concern to parents, or to society in general?

Well, when I was at school, if I fancied someone I’d send them a handwritten note. Nowadays, teenagers have SMS, Twitter and Facebook. The youth of today are just using the technologies of the day in the same way we did when we were their age. I love it when I’m working abroad and my children send me emails and texts. Snail mail couldn’t (and wouldn’t) work in these situations. When I was a teenager I passively watched a lot of television. For today’s teenagers, television viewing appears to have been displaced by various forms of interactive social media. They probably spend as much time in front of the screen as I did – it’s just they have more choice and are more proactive than I ever was.

I have three children – one teenager and two ‘tweenagers’ – although I like to call them ‘screenagers’. Like me, all of them spend a significant amount of daily time in front of the Internet, video games, television, mobile phone screen and their iPads. But my daughter watching the latest Lady Gaga video on YouTube is really not that far removed from me waiting a whole week to see my favourite bands on Top Of The Pops. I just wish I’d had in my teenage years what my children have today.

Some have argued there’s a technological generation gap between parents and their children. For some, this may be so but as socially responsible parents we need to play a proactive role in our children’s lives and get to know what they’re up to online. Almost all of my childrens’ online computer use takes place in front of me. Whether I’m watching my young son play with his virtual friends on Club Penguin or my daughter dressing up cartoon girls on Star Dolls or watching my oldest son play Farmville on Facebook, I try to take an active interest in their online use.

The fact social networking sites appear to be so popular among girls is really no surprise. Comparing boys and girls, research has shown females tend to have better social skills and males often have better spatial ability. If this translates to online behaviour, I’d expect to see more girls engaged in social networking and more boys playing video games (which is what the empirical literature seems to show).

When I started researching the psychology of Internet behaviour back in 1994, there were isolated instances of people using the web to meet and date other like-minded users. Such behaviour was classed as strange and bizarre and these people were called ‘geeks’ and ‘anoraks’. Nowadays, the Internet is just another tool in peoples’ social armoury and used in almost every area of our lives.

Whether it’s work, romance or simply keeping in touch, it’s part of modern life and teenagers should be adept in using state-of-the-art technology – they’re certainly going to need it in the future. That’s not to say there aren’t downsides to children and teenagers using the Internet (such as the small minority who seem to be addicted to some online activities). One of the main reasons why behaviour online is very different from offline is because it provides a disinhibiting experience (a well known psychological phenomenon). This is where people lower their emotional guard and become much less restricted in their actions. The main reason for this is because when people are interacting with others online it’s non-face-to-face, non-threatening, and people perceive themselves to be anonymous.

On the positive side, this process can lead people to develop long-lasting friendships and sometimes fall in love online. On the negative side, people might do things online that they’d never dream of doing offline including, in some instances, criminal behaviour such as cyber-bullying and cyber-stalking. These people are engaged in text-based virtual realities and sometimes take on other personas and social identities as a way of making themselves feel good and raising their own self-esteem. Despite the negative side of online behaviour, there’s lots of evidence suggesting the Internet has a positive effect in most people’s lives. In short, for the vast majority of people, including screenagers, the advantages of being online, and on social networking websites, far outweigh the negatives.

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

Further reading

Bocij, P., Griffiths, M.D. & McFarlane, L. (2002). Cyberstalking: A new challenge for criminal law. The Criminal Lawyer, 122, 3-5.

Griffiths, M.D. (2000). Cyber affairs – A new area for psychological research. Psychology Review, 7(1), 28-31.

Griffiths, M.D. (2010). Trends in technological advance: Implications for sedentary behaviour and obesity in screenagers. Education and Health, 28, 35-38.

Griffiths, M.D. & Kuss, D. (2011). Adolescent social networking: Should parents and teachers be worried? Education and Health, 29, 23-25.

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

Kuss, D.J. & Griffiths, M.D. (2011). Addiction to social networks on the internet: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.

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