Blog Archives

The sciences of reliances on appliances: Have we become reliant on digital technologies and what can we do about it?

Readers of my blog will know that I hate to waste anything that I have put time and effort into and today’s blog contain the written transcripts of partly unpublished interviews on smartphone and social media use that I did a number of months ago with the Daily Express and the Nottingham Post. I have no idea which parts of my responses were used or in what context, but here my complete responses to the questions I was asked.

Q: Are we too reliant on tech and gadgets when it comes to family life both in the home, and also social media?

Mark Griffiths: In most walks of life including work, education, and leisure, reliance on tech and gadgets has become the norm. It’s almost impossible to function without relying on tech. However, individuals often spend too much time on things that distract them from what they should be doing. I use social media every day but for no more than about 10-15 minutes so it doesn’t interfere with work productivity or time spent with my family. Most individuals are habitual smartphone and/or social media users. Even though very few people are genuinely addicted to the applications on their smartphones, a few hours use each day can reduce the amount of time they should be spending on their occupation or education (depending upon age) and can reduce the amount of quality time spent with family members. I have three screenagers all who spend a disproportionate amount of time in front of their smartphones. However, I have no problem if it doesn’t impact on their education, chores around the house, social friendships with their peers, or their physical education. However, some parents use tech heavily themselves (which is not good in terms of being a role model to their children) and others use tech as electronic ‘babysitters’ for their children.

Q: What problems can this cause?

MG: Thankfully, serious side effects and genuine addiction to smartphone applications is minimal. However, habitual smartphone use simply leads to less time spent on things that people should be doing including their (i) job or school/ college/ university work, (ii) physical exercise (because smartphone use tends to be a sedentary for most people), and (iii) quality time with friends and family (less face-to-face interaction). For those at risk of genuine addiction, excessive smartphone use leads to a complete deterioration and compromising of everything in that person’s life and can lead to mental health issues (e.g., depression, social anxiety, etc.) but as I said the number of individuals genuinely affected in this way is minimal.

Q: What are the benefits of a more simple life, less gadgets, less tech?

MG: I gave up using my smartphone a couple of years ago and am highly productive in my job. I still actively use social media and am online a lot of the time but doing it via my laptop or work computer means that I’m not constantly bombarded with notifications, pings by the minute, or constant phone vibrations. The benefits of technology far outweigh the negatives but that doesn’t mean that we should be living our whole lives online.

Q: What are your top tips for switching off as a family 

MG: I’ve written a lot about the benefits of digital detox and how to so it (see: https://drmarkgriffiths.wordpress.com/2016/04/26/tech-your-time-12-top-tips-for-a-digital-detox/ ). As a father of three screenagers we have some general rules:

  • No smartphones at the dinner table.
  • No smartphone use late at night (can’t do that now as my children are now al over 18 years of age) but parents have every right to control their younger children’s tech use.
  • No smartphones for children under 11 years of age.
  • Remember that what you do with tech will be mimicked by your children so set a good example of responsible tech use.
  • Having family events where smartphone use is difficult (e.g., going swimming, going for outdoor walks where reception is poor, going on holiday in places where there is no Wi-Fi access). These types of event are more about showing children that life can still live life without being online 24/7. All my children are very sporty and play competitive sport so that’s great for restricting smartphone use.

Q: How young is too young to own a mobile phone?

MG: Making a decision on when is the right time depends on each child and their parents. It is about responsible parenting and limiting screen time. There is no scientific evidence about what the right age is to give a phone. I have three screenagers and none of them got a phone before the age of 11 years of age. We live in a very technologically advances society and there is no harm in letting children learn early on how to use an i-Pad or tablet. It stops them becoming technophobes when they grow older. The majority of children know more about it than adults now. Obviously you need to monitor what they are using the phone for. We wouldn’t want our children using gambling apps for instance but they mostly just want to keep in touch with their friends. However, parents know their children better than anyone else and there is a reason to give a child a phone when it concerns safety and knowing where your child is, especially if they are walking to and from school. One reason to give a child a phone at the start of secondary school is so that they don’t feel ostracized when they realise everyone else in their class has one. Ironically the majority of kids that have a phone rarely use it to make calls but knowing where they are and being able to talk to them almost instantly is a huge relief for parents.

Q: Anything else you’d like to add?

MG: There’s no scientific evidence that moderate tech use has a negative impact (psychologically or physically on people’s lives). The old cliché is true – everything in moderation. Excessive use of almost anything even when it’s something socially approved and socially sanctioned (e.g., work, exercise, education, etc.) can be problematic if it’s done to the neglect of everything else.

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

Further reading

Balakrishnan, J. & Griffiths, M.D. (2017). Social media addiction: What is the role of content in YouTube? Journal of Behavioral Addictions, 6, 364-377.

Balakrishnan, J. & Griffiths, M.D. (2019). Perceived addictiveness of smartphone games: A content analysis of game reviews by players. International Journal of Mental Health and Addictions, 17, 922-934.

Balta, S., Jonason, P., Denes, A., Emirtekin, E., Tosuntaş, S.B., Kircaburun, K., Griffiths, M.D. (2019). Dark personality traits and problematic smartphone use: The mediating role of fearful attachment. Personality and Individual Differences, 149, 214-219.

Griffiths, M.D. (2013) Social networking addiction: Emerging themes and issues. Journal of Addiction Research and Therapy, 4: e118. doi: 10.4172/2155-6105.1000e118.

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

Griffiths, M.D., Kuss, D.J. & Demetrovics, Z. (2014). Social networking addiction: An overview of preliminary findings. In K. Rosenberg & L. Feder (Eds.), Behavioral Addictions: Criteria, Evidence and Treatment (pp.119-141). New York: Elsevier.

Hussain, Z., Griffiths, M.D. & Sheffield, D. (2017). An investigation in to problematic smartphone use: The role of narcissism, anxiety, and personality factors. Journal of Behavioral Addictions, 6, 378–386.

Kırcaburun, K. & Griffiths, M.D. (2018). Instagram addiction and the big five of personality: The mediating role of self-liking. Journal of Behavioral Addictions, 7, 158-170.

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

Kuss, D.J. & Griffiths, M.D. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14, 311; doi:10.3390/ijerph14030311

Richardson, M., Hussain, Z. & Griffiths, M.D. (2018). Problematic smartphone use, nature connectedness, and anxiety. Journal of Behavioral Addictions, 7, 109-116.

Yang, Z., Asbury, K., & Griffiths, M. D. (2019). Do Chinese and British university students use smartphones differently? A cross-cultural mixed methods study. International Journal of Mental Health and Addiction, 17(3), 644-657.

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

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

cyberpsychology

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

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

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

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

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

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

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

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

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

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

Further reading

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

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

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

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

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

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

Parke, A., & Griffiths, M.D. (2011). Poker gambling virtual communities: The use of Computer-Mediated Communication to develop cognitive poker gambling skills. International Journal of Cyber Behavior, Psychology and Learning, 1(2), 31-44.

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

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

For whom the hell trolls: Harassment in online gaming

Trolling is an online phenomenon that people may witness without necessarily knowing what it is.  The term “troll” appears to have originated from a method of fishing, where one would fish by trailing a baited line behind a boat. However, many internet users often use the description of being a troll as a mythological creature that hides under bridges, waiting for an opportunity to pounce. With the latter definition, one can see the comparison with the modern day world with hiding under bridges being the online world waiting for an opportunity that may warrant a troll to take action. With the first definition, it is clear that casting a baited line as a form of provoking individuals into some form of emotional response.

Trolling appears to be a variably defined concept, with multiple definitions existing. It appears to have been first reported in 1999 by Dr. Judith Donath who argued that “trolling is a game about identity deception”, which suggests that a troll’s personal opinion is often avoided during the act. According to Dr Susan Herring and her colleagues, trolling comprises “luring others into often pointless and time-consuming discussions”. In a 2010 paper, Lochlan Morrissey expanded this even further by saying trolling is an utterer producing an intentionally false or incorrect utterance with high order intention [the plan] to elicit from recipient a particular response, generally negative or violent”. Thus, it appears trolling is an act of intentionally provoking and/or antagonising users in an online environment that creates an often desirable, sometimes predictable, outcome for the troll. Morrissey also states that trolling is a complex intentional act, that some may consider an art. On the other hand, others have included trolling as a form of cyberbullying.

To date, there has been very little empirical research into online trolling, with only two key studies being documented before we carried out our own research (but more of that later). The first of these was published by Dr. Pnina Shachaf and Dr. Norika Hara in the Journal of Information Science, and examined trolling in the context of Wikipedia. The second study by Susan Herring and her colleagues focused on trolling in feminist forums. Despite the lack of research, some key findings have emerged. Firstly, Herring’s study identified three types of messages sent by trolls. These were (i) messages from a sender who appears outwardly sincere, (ii) messages designed to attract predictable responses or flames, and (iii) messages that waste a group’s time by provoking futile argument. From this, it is apparent that trolling often merges with several other online behaviours. They pointed out that a troll is an online user that can be uncooperative, that seeks to confuse and deceive and can be a flamer by using insults.

Shachaf and Hara’s study on trolling within Wikipedia revealed that the main reasons for trolling were boredom, attention seeking, and revenge. Furthermore, they regarded Wikipedia as an entertainment venue, and found pleasure from causing damage to it and the people who used the site. Herring’s paper argued that it is non-mainstream environments that are especially vulnerable (such as forums) as they “provide a new arena for the enactment of power inequities such as those motivated by sexism, racism, and heterosexism”. Due to this, one could suggest that trolling is a behaviour that is facilitated and possibly exacerbated by the anonymity of the internet.

Many authors have argued that relative anonymity facilitates disinhibition, resulting in flaming and harassment. This online disinhibition effect is well established in the literature (particularly in a 2004 paper in the journal CyberPsychology and Behavior by Dr. John Suler). As a 2011 paper on internet addiction by Dr. Laura Widyanto myself noted, the internet “might lead to disinhibition, whereby individuals feel more confident as they are protected by their anonymity”. Therefore, internet users have an opportunity to present themselves differently online. From this, the opportunity for trolling is undeniably present as Widyanto and myself make clear, “the internet provides anonymity, which removes the threat of confrontation, rejection and other consequences of behaviour”. This allows individuals to behave online in ways that they would not normally do in the offline world.

Research suggests that anonymity, which is naturally characterised by the internet, may affect a person’s self-esteem. Self-esteem has been consistently associated as an important determinant of adolescent mental health with lower self-esteem being linked to depression and increased levels of anxiety. Therefore, it has been claimed that high self-esteem is psychologically healthy. However, online interactions allow an individual to represent a different self, leading to increased feelings of self-worth and therefore be more psychologically healthy.

However, research into online trolling had not established any association between the effects of trolling and self-esteem, and was one of the main reasons we carried out our own research into the topic. There is quite a lot of research into self-esteem and more general internet use. For instance, research indicates that individuals with low self-esteem prefer to communicate with others through the internet, such as emails, rather than face-to-face. It has also been found that general internet use increases self-esteem, and some research has indicated that video game use decreases self-esteem. This suggests that the internet can be used as a form of social interaction that positively affects self-esteem for those with considerably low self-esteem. However, given the evolution of online gaming in recent years, the effect of self-esteem while playing online video games where social interaction (including trolling) can occur is relatively unknown.

Until recently, trolling had never been studied in an online video game context and there is still little empirically known about it in the most general sense of the term. Trolling often merges other online behaviours such as flaming. Dr. Angela Adrian (in a 2010 issue of Computer Law and Security Review) offers limited, albeit useful, insight into how an individual may troll during online gaming. Adrian names those who enact such behaviour as “griefers”, a term used on those who try to ruin a gaming experience, often by team-killing or obstructing objectives. It could be that griefing is one such behaviour used during trolling in the context of an online video game. Furthermore, given the evolution of online gaming, it is possible that the behaviour of trolling has evolved to fit into the context in which the trolling is being used in (e.g., online forums, Wikipedia, video games), and therefore, contains many other online behaviours that are used to disrupt others’ gaming enjoyment.

Given the little psychological research that had been conducted beyond the fact that it exists Scott Thacker and myself carried out a study to examine the (i) frequency of trolling, (ii) type and reasons for trolling and (iii) the effects trolling may have on self-esteem. Using an online survey, a self-selected sample of 125 gamers participated in our study. Our results showed that trolls tended to play longer gaming sessions. Frequent trolls were significantly younger and male. Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Reasons for trolling included amusement, boredom, and revenge. Witnessing trolling was positively associated with self-esteem, whereas experiencing trolling was negatively associated. Experience of trolling was positively correlated with frequency of trolling. Although the study used a self-selecting sample, the results appear to provide a tentative benchmark into video game trolling and its potential effects on self-esteem.

Our study has many limitations that need to be taken into account. Firstly, due to the nature of questionnaire design and it being self-report, it may be open to social desirability effects (i.e., participants may answer differently to represent a different self) and any of the other known problems with self-report methods (e.g., unreliable memory and recall biases, etc.). Another major limitation was that the sample was self-selecting and modest in size. This raises questions into its relative generalizability. Despite these limitations, our exploratory study appears to provide several key findings that now provide a preliminary benchmark into video game trolling where there was no previous research. Moreover, it expands the neglected research into online trolling and offers areas and directions for future research.

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

Additional input: Scott Thacker

Further reading

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

Donath, J. S. (1999). Identity and deception in the virtual community. In M. A. Smith and P. Kollock (Eds.), Communities in cyberspace (pp. 29–59). London: Routledge.

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.

Morrissey, L. (2010). Trolling is a art: Towards a schematic classification of intention in internet trolling. Griffith Working Papers in Pragmatics and Intercultural Communications, 3(2), 75-82.

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

Suler, J. R. (2004). The online dishibition effect. CyberPsychology and Behaviour, 7, 321-326.

Thacker, S. & Griffiths, M.D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 17-33.

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.

To what extent can cybersex be addictive?

For many years I have been writing about sexual addictions – particularly those online. Online sexual behaviours can be classified as either cybersexual consumption (i.e., downloading and watching sexual content online such as pornography or reading sexual content in forums/chat sites without actively participating), or cybersexual interaction with others in real-time (e.g., synchronous participation in the form of text-based chat and/or video-linked conversations) or delayed (e.g., asynchronous interaction in the form of exchanging sexual content via email text, pictures and/or video). Either of these behaviours may be accompanied by concurrent masturbation. Furthermore, Internet activities with a sexual component can be problematic because (a) they manifest sexual desires that the person (or their corporeal sexual partner) disapprove of or feel guilty about, (b) they divert sexual energy from corporeal sex, or greatly distort it, and (c) because the search for the ideal online sexual material takes a great deal of time.

My research on this topic in the early 2000s also highlighted other potential usages the Internet can be put to with regards to engaging in sexual activities. These include sexual behaviours related to criminal activities, namely displaying, downloading or distributing illegal material such as paedophilic images and movies, and sexual menace online, that includes harassment and cyberstalking. Therefore, it appears necessary not only to distinguish between consumptive and interactive cybersex, but also between “normal” and deviant online sexual behaviours. Here, “deviant” refers to any behaviour that can potentially result in criminal prosecution. Therefore, it would appear that there is a wide variety of sexual activities that the Internet can be used for – some of which may take on addictive qualities as individuals begin to compulsively engage in them.

Sex on the Internet is particularly viable because of the inherent qualities of the Internet that the late Al Cooper has referred to as the Triple A Engine (Access, Affordability and Anonymity). The online world including explicit sexual material as well as potential online and offline sexual partners can be accessed anytime and anywhere, as long as there is an Internet connection in place. Most of the time, sexual activities can be pursued at virtually no cost online, clearly demarcating online sex from offline sex, considering the expenditures involved in buying sex tapes or paying for sex workers. In comparison, the costs for bandwidth access are relatively low. The internet liberates individuals from the imminent fear of engaging in something that is charged with a variety of taboos in offline life and provides the option to freely explore their (sexual) selves.

Other things that might make online activities more (or less) dangerous might be perceived safety and a lack of consequences for the behaviour.  Perhaps some individuals are more inclined to think of their activities as relatively harmless (and in some ways, they might be), until they (or their partner) see themselves as “out of control”.  Perhaps the perceived physical or social danger attached to offline sexual compulsivity encourages avoidance of behaviours that would contribute to these compulsions.  Accordingly, the Internet could be used by those who already see themselves as “sex addicts” as a way to avoid the perceived consequences of offline behaviour.

As an adaptation to Al Cooper’s initial concept, Dr Kimberley Young and colleagues developed their own ACE model, incorporating Anonymity, Convenience and Escape as factors salient to the Internet. These factors facilitate the engagement in sex by decreasing the inhibition thresholds present in offline sexual relations. Not only is a person anonymous online, but the Internet is ubiquitous and it can be accessed conveniently from a safe base, such as the person’s home. Furthermore, the Internet can serve as a space of refuge, somewhere to escape to when faced with daily hassles.

This clearly resonates with the idea of any addiction, including technological addictions, originating in a need to cope with everyday stressors via escaping into alternative mood states induced by substances, activities, or alternative worlds provided by virtual environments. With regards to pornography use, Al Cooper’s and Kimberley Young’s salient factors can be extended even further by integrating sophistication and monitoring, factors that may further limit actual usage. Both sophistication, operationalized as occupational prestige and education, and external monitoring, for instance by the spouse, contribute to a reduction of the probability to use pornography and/or engage in other types of online sexual behaviour.

To date, only a relatively small number of studies have empirically assessed Internet sex addiction. My colleague (Daria Kuss) and I have an upcoming review to be published in the next issue of the journal Addiction Research and Theory. The purpose of our review was to present and critically evaluate the current scientific knowledge about online sex addiction. Upon careful review of the current scientific literature, only fourteen scientific studies of online sex addiction in adults were identified. Overall, the studies we reviewed highlighted that the essential feature that distinguishes people who engage in cybersex in a healthy and complementary way to their offline sexuality was not excessive use per se, but the presence of a variety of negative consequences.

From a diagnostic viewpoint, the excessive engagement in sex may be viewed as genuinely pathological once it causes significant impairment in a person’s life. Such impairment may relate to different areas of the affected person’s life, including their professional, social/romantic, and/or leisure life. Similarly, if cybersex users experience clinically significant distress and/or impairment because of their engagement in online sexual behaviours, it appears relatively safe to claim that they suffer from Internet sex addiction.

We also concluded that the gender dissimilarities found in most of the studies to date, indicate that the prevalence of online sex addiction (as well as the preference for particular Internet applications) differs between men and women. This is related to the finding that the Internet seems to be a particularly fertile ground for marginalized groups, such as homosexuals and bisexuals, as well as females, who may feel liberated from real life constraints with regards to exploring their sexuality and finding offline sex partners online.

The reasons that females may compulsively seek sex online appear to be similar to those of bisexuals and homosexuals, namely the liberating potential of the Internet that enables the almost infinite exploration of sexuality without the latent taboos imposed by societal and cultural environments. Pathological use of Internet sex not only requires future research, but the current studies indicate specific areas that may be further explored empirically.

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

My sincere thanks to Daria Kuss (Nottingham Trent University) for providing her expertise and input into this blog

Further reading

Griffiths, M. (2000). Excessive Internet use: Implications for sexual behavior. CyberPsychology & Behavior, 3(4), 536-552.

Griffiths, M.D. (2001). Addicted to love: The psychology of sex addiction. Psychology Review, 8, 20-23.

Griffiths, M. (2001). Sex on the Internet: Observations and implications for Internet sex addiction. Journal of Sex Research, 38(4), 333-342.

Griffiths, M.D. (2004). Sex addiction on the Internet. Janus Head: Journal of Interdisciplinary Studies in Literature, Continental Philosophy, Phenomenological Psychology and the Arts, 7(2), 188-217.

Griffiths, M.D. (2010). Addicted to sex? Psychology Review, 16(1), 27-29.

Kuss, D.J. & Griffiths, M.D. (2012). Internet sex addiction: A review of empirical research. Addiction Theory and Research, DOI: 10.3109/16066359.2011.588351.

Young, K.  & Nabuco de Abreu, C. (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment. New York: Wiley.