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Market forces: Does gambling advertising increase problem gambling?

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

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

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

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

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

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

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

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

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

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

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

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

Further reading

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

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

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

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

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

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

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

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

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

“Just one more thing”: The psychology of ‘Columbo’

My favourite TV detective has always been Columbo (played by Peter Falk). I have watched every single one of the 69 episodes (as my family will attest) many times. While I am working, I will often have Columbo on in the background in the way that other people have music on in the background (although I do the latter as well). For those reading this that have not come across Columbo, here is a brief synopsis from Wikiquote:

“Columbo (1968, 1971-1978, 1989-2003) was an American crime fiction television show about Lieutenant Columbo, a homicide detective with the Los Angeles Police Department. He uses his deferential and absent-minded persona to lull criminal suspects into a false sense of security, by harassing and pestering suspects non-stop – without letting them know that they’re suspects – under the pretense that he’s simply being a pesky detective, in order to spy on them and agitate them into giving up clues”.

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I have asked myself many times why I love the iconic show so much and it’s hard to put my finger on any single reason. One of the things I love about the show is that almost all the episodes are a ‘reverse whodunit’ (often referred to as an ‘open mystery’) in which the viewer knows the identity of the murderer(s) and we watch to see how Lt. Columbo uncovers who the killer or killers are. (I say “almost all” because there are actually a few episodes that are more typical ‘whodunits’ such as 1976’s ‘Last Salute To The Commodore’, 1992’s ‘No Time To Die’ [involving a kidnapping rather than a murder] and 1994’s ‘Undercover’). Another aspect I love is the inherent contradictions in Lt. Columbo’s day-to-day behaviour. His dishevelled clothing (the infamous beaten-up raincoat), his apparently bumbling absent-minded nature, and his habit of going off-topic in conversations, but knowing that he is actually one of the most astute and clever detectives that you are ever likely to meet (he would no-doubt fit the description of the stereotypical ‘absent-minded professor’). As a psychologist I find him fascinating. As an article about Columbo on the Cult TV Lounge rightly notes:

“The emphasis is on the psychological duel between detective and suspect, with (mercifully) no interest in social commentary and few concessions to the ‘realism’ that would become more and more of a fetish in TV cop shows during the course of the 70s. This is pure entertainment and it’s all the better for it”.

And finally, it is Lt. Columbo’s brilliant trademark ‘false exits’ that wrongfoot all the murderers. After most informal interrogations with the murderer, Columbo leaves the scene, only to return a few seconds later with the opening gambit of “there’s just one more thing” (or a variant of the phrase) only for it to be the most important question that he “forgot to ask”. As an obituary at the In The Dark website on Peter Falk noted:

“The more trivial the “thing” is, the more damning it proves. As an application of psychology, it’s a superb tactic and it slowly but surely grinds down the criminal’s resistance. Often the murderer’s exasperation at Columbo’s relentless badgering leads to rash actions and errors; the second murder, if there is one, is never as carefully planned as the first”.

As the selected (emboldened) quotes above show, psychology is an integral part of Columbo’s appeal. I was also surprised to find that clinical psychologists and forensic psychologists have used Lt. Columbo’s modus operandi in their day-to-day work. (In fact, even some writers claim that if you want to be a better writer you should watch Columbo according to an article by Shahan Mufti in the New York Times; also, a number of marketing gurus claim that Lt. Columbo can teach marketers a thing or two – check out ‘10 things marketeers can learn from Columbo’). For instance, in an article on motivational interviewing (MI) via the Australian Mental Health Academy describe the ‘Columbo approach’:

“Proponents of motivational interviewing owe a debt of gratitude to the 1970s television series Columbo…[Columbo] was a master of the skill of ‘deploying discrepancies’, and MI therapists/practitioners can use the same skill to get clients to help them make sense of their (the clients’) discrepancies. With the Columbo approach, an interviewer makes a curious enquiry about discrepant behaviours without being judgmental or blaming. In a non-confrontational manner, information that is contradictory is juxtaposed, allowing the therapist to address discrepancies between what clients say and their behaviour without evoking defensiveness or resistance. Wherever possible when deploying discrepancies, practitioners are encouraged to end the reflection on the side of change, as clients are more likely to elaborate on the last part of the statements”

The article then goes on to explicitly describe specific MI interventions using the ‘Columbo approach’. Another online article by Greg Lhamon (‘A simple trick to make a powerful last impression’) describes the ‘Columbo Technique’. Here is an abridged version:

“One way in which you can leave someone with a powerful last impression is to use…“the Columbo Technique”…named after the lovable yet shrewd TV detective from the 1970s…He was unassuming and appeared almost absent-minded as he questioned a murder suspect. Yet his seemingly random line of questioning was the process by which he built an airtight case against the suspect. At the conclusion of every interview, he did something unique: he’d thank the suspect profusely, step toward the door, stop, and then turn back, and say, “Oh, just one more thing.” Then he’d ask one last question, a particularly damning question that let the suspect know that Lieutenant Columbo was onto him. Like every form of good communication, sincerity is critical. It cannot be contrived. The goal is simply to make a strong, memorable point, not to manipulate someone. The process is simple: (1) hold back a critical piece of information and reserve it for the end of the meeting, (2) right before you part company, share the information or ask a question, and (3) enjoy the response you receive”.

A 2009 article in the American Bar Association Journal reported that the best way to interrogate a suspect is to ‘Think Columbo’. The advice given was that police should focus on what suspects say rather than their behaviour (such as fidgeting, sweating, and averting eyes during an interview). After reviewing interrogation tapes, Professor Ray Bull, a British forensic psychologist told the Times newspaper that British police use an investigative interviewing technique:

“These interviews sound much more like a chat in a bar. It’s a lot like the old Columbo show, you know, where he pretends to be an idiot but he’s gathered a lot of evidence.”

The ABA article also included comments from American psychologist Kevin Colwell, who said that suspects that lie in police interviews “often prepare a script that doesn’t have much detail”. Colwell recommended using interview techniques where the individual undergoing questioning should talk about the event in question more than once “adding details in retelling the event about things such as sounds and smells” and asking the person “to recall the event in reverse” and that:

“Those who tell the truth tend to add 20% to 30% more external detail than do those who are lying. Those who are adept at lying may start to feel more strain if the interviewer introduces evidence throughout the questioning that has been previously uncovered. Detective Columbo, it turns out, was not just made for TV”.

Another reason I love Columbo because a number of episodes featured psychologists and/or psychiatrists as the killer, most of who used their psychological expertise to carry out an ingenious murder. This included the episodes ‘Prescription Murder’ (1968 – the first ever episode; Dr. Ray Flemming who uses his high intelligence rather than his psychiatric expertise to murder his wife), ‘Double Exposure’ (1973; Dr. Bart Kepple, a consumer psychologist who uses subliminal advertising to lure his victim to be killed), ‘A Deadly State Of Mind’ (1975; Dr. Marcus Collier, a psychiatrist who uses hypnosis to make his victim jump from a high rise apartment), ‘How To Dial A Murder’ (1978; Dr. Eric Mason, a behavioural psychologist who uses classical conditioning to train his dogs to kill his victim), and ‘Sex And The Married Detective’ (1998; Dr. Joan Allenby, a sex therapist who uses her knowledge of psychosexual roleplay to ensnare and kill her lover). In one episode (‘How To Dial A Murder’), Columbo and the psychologist Dr. Eric Mason have an interesting exchange:

Dr. Eric Mason: You’re a fascinating man, Lieutenant. Columbo: To a psychologist, sir? Dr. Eric Mason: You pass yourself off as a puppy in a raincoat happily running around the yard digging holes all up in the garden, only you’re laying a mine field and wagging your tail.

As an ex-Professor of Gambling Studies, another aspect that I have noticed is how many episodes of Columbo feature gamblers and gambling that are often integral to the storyline. Gambling is a key feature in the episodes ‘Double Shock’ (1973; the murderer Norman Paris, a banker, is featured at a Las Vegas casino running up gambling debts), ‘A Friend in Deed’ (1974; the murderer Mark Halperin, a deputy police commissioner, is shown in his opening scene to be a regular casino gambler), ‘Uneasy Lies The Crown’ (1990; the murderer, Dr. Wesley Corman is a dentist and a compulsive gambler), ‘Death Hits The Jackpot’ (1991; photographer and murder victim Freddy Brower wins a $30 million on the lottery and is killed by his uncle Leon Lamarr), ‘A Bird In The Hand’ (1992; would-be murderer Harold McCain, a compulsive gambler tries to murder his millionaire uncle, owner of a US football team), ‘All in The Game’ (1993; murder victim Nick Franco is a playboy and high stakes poker player killed by his lover Laura Staton), and ‘Strange Bedfellows’ (1995; Randy McVeigh the murder victim owes money for gambling debts to the Mafia and is killed by his brother Graham who has ‘inherited’ his brother’s debt).

In another episode (‘Troubled Waters’, 1975), it turns out that the killer (Hayden Danzinger, an autocar executive) is also a regular casino gambler but this only comes to light late in the episode when Lt. Columbo talks to his wife (Sylvia Danzinger). Here we learn that Lt. Columbo thinks about slot machines:

Columbo: You see that fellow over there playing the slot machines? Waste of money. I’ve played it 44 times. I won once right at the beginning and I never won again. Sylvia Danzinger: You can’t beat ‘em. I don’t even try. Columbo: You’re not a gambler? Sylvia Danzinger: No, I prefer more quiet activities. Columbo: That’s funny. I was under the impression you and your husband went to Las Vegas quite a few times. Sylvia Danzinger: Oh, no. Hayden goes often but without me. I wouldn’t be caught dead there.

I’ve often wondered if gambling was an important issue (positive or negative) for Peter Falk in his private life, because when he wasn’t playing Lt. Columbo, it wasn’t unusual for him to be in gambling-related acting roles. Most notably, he played an ageing bookmaker Vinnie in the 1988 film Money Kings (also known under the title Vig, a film about the illegal world of gambling), and the 1988 film Pronto he played Harry Arno, a sports bookmaker who stole money from the local mafia boss Jimmy Capatorto. He also played the poker player Waller in a 1960 episode of Have Gun – Will Travel (‘Poker Fiend‘), and in the 1970 film Husbands he played Archie Black, one of three men undergoing mid-life crises following the death of their friend who then who all go to Europe to gamble, drink, and womanise.

If you’ve got this far, I’ll just leave you with the answers to a couple of my favourite Columbo trivia questions. The most asked question concerning Lt. Columbo (like Inspector Morse) is what was his first name. (When asked the same question in the series itself, Columbo would answer ‘Lieutenant’!). Lt. Columbo never once revealed his first name verbally in the series but did once flash his police badge in an early episode (‘Dead Weight’; Episode 3, Series 1) and accidentally revealed his name was Frank. The second most asked question is how Peter Falk lost his eye. Falk had his eye removed at the age of three years (due to cancer) and had a glass eye for the rest of his life. Although Falk had a glass eye, fans debated for years whether Lt. Columbo had only one eye. The answer was revealed in the 25th anniversary episode (‘A Trace of Murder’) when Lt. Columbo asked the murderer (Patrick Kinsley, a forensic expert) to look at something with him because “three eyes are better than one”!

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

Further reading

Burns, S. (2016). The Columbo Episode Guide. Located at: http://www.columbo-site.freeuk.com/episode.htm

Changing Minds (2013). The Columbo Technique. Located at: http://changingminds.org/techniques/questioning/columbo_technique.htm

Dawidziak, M. (1989). The Columbo Phile. Mysterious Press.

D For Doom (2015). Columbo, Season 1 (1971). Cult TV Lounge, July 3. Located at: http://cult-tv-lounge.blogspot.co.uk/2015/07/columbo-season-one-1971.html

Haynes, N. (2012). Guide to TV detectives: No.1. The Guardian, January 23. Located at: https://www.theguardian.com/tv-and-radio/tvandradioblog/2012/jan/23/natalie-haynes-detectives-columbo

Henley, J. (2013). 10 things marketeers can learn from Columbo – yes, Columbo. Rock The Deadline, November 24. Located at: http://rockthedeadline.com/blog/content-marketing/10-things-marketers-can-learn-from-columbo-yes-columbo/

Mental Health Academy (2015). Principles and techniques of motivational interviewing. January 12. Located at: http://www.aipc.net.au/articles/principles-and-techniques-of-motivational-interviewing/

Mufti, S. (2013). Want to write better? Watch Columbo. New York Times (The 6th Floor), September 25. Located at: http://6thfloor.blogs.nytimes.com/2013/09/25/want-to-write-better-watch-columbo/?_r=2

Telescoper (2011). In memorium: Peter Falk (1927-2011). In The Dark, https://telescoper.wordpress.com/2011/06/25/in-memoriam-peter-falk-1927-2011/

Weiss, D.C. (2009). The best way to interrogate: Think Columbo. American Bar Association, May 12. Located at: http://www.abajournal.com/news/article/the_best_way_to_interrogate_think_columbo/

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

Wikipedia (2016). List of Columbo episodes. Located at: https://en.wikipedia.org/wiki/List_of_Columbo_episodes

Wikipedia (2016). Peter Falk. Located at: https://en.wikipedia.org/wiki/Peter_Falk

Wikiquote (2016). Columbo. Located at: https://en.wikiquote.org/wiki/Columbo

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

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

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

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

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

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

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

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

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

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

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

(5) It features augmented reality

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

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

(6) It’s motivating

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

(7) It involves collecting

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

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

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

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

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

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

(9) It’s a never-ending game

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

(10) The rewards are unpredictable

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

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

Further reading

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Accentuating the positives: A brief overview of our recent papers on responsible gambling

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

Auer, M. & Griffiths, M.D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Social responsibility in gambling has become a major issue for the gaming industry. The possibility for online gamblers to set voluntary time and money limits are a social responsibility practice that is now widespread among online gaming operators. The main issue concerns whether the voluntary setting of such limits has any positive impact on subsequent gambling behaviour and whether such measures are of help to problem gamblers. In this paper, this issue is examined through data collected from a representative random sample of 100,000 players who gambled on the win2day gambling website. When opening an account at the win2day site, there is a mandatory requirement for all players to set time and cash-in limits (that cannot exceed 800 <euro> per week). During a 3-month period, all voluntary time and/or money limit setting behaviour by a subsample of online gamblers (n = 5,000) within this mandatory framework was tracked and recorded for subsequent data analysis. From the 5,000 gamblers, the 10 % most intense players (as measured by theoretical loss) were further investigated. Voluntary spending limits had the highest significant effect on subsequent monetary spending among casino and lottery gamblers. Monetary spending among poker players significantly decreased after setting a voluntary time limit. The highest significant decrease in playing duration was among poker players after setting a voluntary playing duration limit. The results of the study demonstrated that voluntary limit setting had a specific and significant effect on the studied gamblers. Therefore, voluntary limits appear to show an appropriate effect in the desired target group (i.e., the most gaming intense players).

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.

To date, empirical research relating to responsible gambling features has been sparse. A Delphi-based study rated the perceived effectiveness of 45 responsible gambling (RG) features in relation to 20 distinct gambling type games. Participants were 61 raters from seven countries and included responsible gambling experts (n = 22), treatment providers (n = 19) and recovered problem gamblers (n = 20). The most highly recommended RG features could be divided into three groups: 1) Player initiated tools focused on aiding player behavior; 2) RG features related to informed-player choice; 3) RG features focused on gaming company actions. Overall, player control over personal limits were favoured more than gaming company controlled limits, although mandatory use of such features was often recommended. The study found that recommended RG features varied considerably between game types, according to their structural characteristics. Also, online games had the possibility to provide many more RG features than traditional (offline games). The findings draw together knowledge about the effectiveness of RG features for specific game types. This should aid objective, cost-effective, evidence based decisions on which RG features to include in an RG strategy, according to a specific portfolio of games. The findings of this study will available via a web-based tool, known as the Responsible Gambling Knowledge Centre (RGKC).

Auer, M., Malischnig, D. & Griffiths, M.D. (2014). Is ‘pop-up’ messaging in online slot machine gambling effective? An empirical research note. Journal of Gambling Issues, 29, 1-10.

Certain gambling operators now provide social responsibility tools to help players gamble more responsibly. One such innovation is the use of pop-up messages that aim to give feedback to the players about the time and money they have thus far spent gambling. Most studies of this innovation have been conducted in laboratory settings, and although controlled studies are indeed more reliable than real-world studies, the non-ecological validity of laboratory studies is still an issue. This study investigated the effects of a slot machine pop-up message in a real gambling environment by comparing the behavioural tracking data of two representative random samples of 400,000 gambling sessions before and after the pop-up message was introduced. The study comprised approximately 200,000 gamblers. The results indicated that, following the viewing of a pop-up message after 1000 consecutive gambles on an online slot machine game, nine times more gamblers ceased their gambling session than did those gamblers who had not viewed the message. The data suggest that pop-up messages can influence a small number of gamblers to cease their playing session, and that pop-ups appear to be another potentially helpful social responsibility tool in reducing excessive play within session.

Auer, M. & Griffiths, M.D. (2014). An empirical investigation of theoretical loss and gambling intensity. Journal of Gambling Studies, 30, 879-887.

Many recent studies of internet gambling—particularly those that have analysed behavioural tracking data—have used variables such ‘bet size’ and ‘number of games played’ as proxy measures for ‘gambling intensity’. In this paper it is argued that the most stable and reliable measure for ‘gambling intensity’ is the ‘theoretical loss’ (a product of total bet size and house advantage). In the long run, the theoretical loss corresponds with the Gross Gaming Revenue generated by commercial gaming operators. For shorter periods of time, theoretical loss is the most stable measure of gambling intensity as it is not distorted by gamblers’ occasional wins. Even for single bets, the theoretical loss reflects the amount a player is willing to risk. Using behavioural tracking data of 100,000 players who played online casino, lottery and/or poker games, this paper also demonstrates that bet size does not equate to or explain theoretical loss as it does not take into account the house advantage. This lack of accuracy is shown to be even more pronounced for gamblers who play a variety of games.

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

Although there is a general lack of empirical evidence that advertising influences gambling participation, the regulation of gambling advertising is hotly debated among academic researchers, treatment specialists, lobby groups, regulators, and policymakers. This study contributes to the ongoing debate by investigating perceived impacts of gambling advertising in a sample of gamblers drawn from the general population in Norway (n = 6,034). Three dimensions of advertising impacts were identified, representing perceived impacts on (a) gambling-related attitudes, interest, and behavior (“involvement”); (b) knowledge about gambling options and providers (“knowledge”); and (c) the degree to which people are aware of gambling advertising (“awareness”). Overall, impacts were strongest for the knowledge dimension, and, for all 3 dimensions, the impact increased with level of advertising exposure. Those identified as problem gamblers in the sample (n = 57) reported advertising impacts concerning involvement more than recreational gamblers, and this finding was not attributable to differences in advertising exposure. Additionally, younger gamblers reported stronger impacts on involvement and knowledge but were less likely to agree that they were aware of gambling advertising than older gamblers. Male gamblers were more likely than female gamblers to report stronger impacts on both involvement and knowledge. These findings are discussed with regard to existing research on gambling advertising as well as their implications for future research and policy-making

Auer, M. & Griffiths, M.D. (2015). Testing normative and self-appraisal feedback in an online slot-machine pop-up message in a real-world setting. Frontiers in Psychology, 6, 339. doi: 10.3389/fpsyg.2015.00339.

Over the last few years, there have been an increasing number of gaming operators that have incorporated on-screen pop-up messages while gamblers play on slot machines and/or online as one of a range of tools to help encourage responsible gambling. Coupled with this, there has also been an increase in empirical research into whether such pop-up messages are effective, particularly in laboratory settings. However, very few studies have been conducted on the utility of pop-up messages in real-world gambling settings. The present study investigated the effects of normative and self-appraisal feedback in a slot machine pop-up message compared to a simple (non-enhanced) pop-up message. The study was conducted in a real-world gambling environment by comparing the behavioral tracking data of two representative random samples of 800,000 gambling sessions (i.e., 1.6 million sessions in total) across two conditions (i.e., simple pop-up message versus an enhanced pop-up message). The results indicated that the additional normative and self-appraisal content doubled the number of gamblers who stopped playing after they received the enhanced pop-up message (1.39%) compared to the simple pop-up message (0.67%). The data suggest that pop-up messages influence only a small number of gamblers to cease long playing sessions and that enhanced messages are slightly more effective in helping gamblers to stop playing in-session.

Wood, R.T.A. & Griffiths, M.D. (2015). Understanding positive play: An exploration of playing experiences and responsible gambling practices. Journal of Gambling Studies, 31, 1715-1734.

This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called ‘positive players’). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term ‘positive play’ than the term ‘RG’ which is frequently interpreted as being aimed at people with gambling problems, rather than all players.

Auer, M. & Griffiths, M.D. (2015). The use of personalized behavioral feedback for problematic online gamblers: An empirical study. Frontiers in Psychology, 6, 1406. doi: 10.3389/fpsyg.2015.01406.

Over the last few years, online gambling has become a more common leisure time activity. However, for a small minority, the activity can become problematic. Consequently, the gambling industry has started to acknowledge their role in player protection and harm minimization and some gambling companies have introduced responsible gambling tools as a way of helping players stay in control. The present study evaluated the effectiveness of mentor (a responsible gambling tool that provides personalized feedback to players) among 1,015 online gamblers at a European online gambling site, and compared their behavior with matched controls (n = 15,216) on the basis of age, gender, playing duration, and theoretical loss (i.e., the amount of money wagered multiplied by the payout percentage of a specific game played). The results showed that online gamblers receiving personalized feedback spent significantly less time and money gambling compared to controls that did not receive personalized feedback. The results suggest that responsible gambling tools providing personalized feedback may help the clientele of gambling companies gamble more responsibly, and may be of help those who gamble excessively to stay within their personal time and money spending limits.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M. & Griffiths, M.D. (2014). Personalised feedback in the promotion of responsible gambling: A brief overview. Responsible Gambling Review, 1, 27-36.

Auer, M. & Griffiths, M.D. (2015). Theoretical loss and gambling intensity (revisited): A response to Braverman et al (2013). Journal of Gambling Studies, 31, 921-931.

Auer, M., Schneeberger, A. & Griffiths, M.D. (2012). Theoretical loss and gambling intensity: A simulation study. Gaming Law Review and Economics, 16, 269-273.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D. (2014). The use of behavioural tracking methodologies in the study of online gambling. SAGE Research Methods Cases. Located at: http://dx.doi.org/10.4135/978144627305013517480

Griffiths, M.D. & Auer, M. (2011). Approaches to understanding online versus offline gaming impacts. Casino and Gaming International, 7(3), 45-48.

Luccini, F. & Griffiths, M.D. (2015). Preventing and treating problem gamblers in Italy. Responsible Gambling Review, 2, 20-26.

Wood, R.T.A. & Griffiths, M.D. (2014). Putting responsible gambling, theory and research into practice. Responsible Gambling Review, 1, 1-5.

Wood, R.T.A., Shorter, G. & Griffiths, M.D. (2014). Selecting the right responsible gambling features, according to the specific portfolio of games. Responsible Gambling Review, 1(1), 51-63.

You bet! A brief overview of our recent papers on youth gambling

Following my recent blogs where I outlined some of the papers that my colleagues and I have published on mindfulness, Internet addiction, and gaming addiction, here is a round-up of recent papers that my colleagues and I have published on adolescent gambling.

Calado, F., Alexandre, J. & Griffiths, M.D. (2014). Mom, Dad it’s only a game! Perceived gambling and gaming behaviors among adolescents and young adults: An exploratory study. International Journal of Mental Health and Addiction, 12, 772-794.

  • Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology-based games. Given the relationship between gambling and gaming, the paucity of research on gambling and gaming behaviors in Portugal, and the potential negative consequences these activities may have in the lives of young people, the goal of this study was to explore and compare the perceptions of these two behaviors between Portuguese adolescents and young adults. Results from six focus groups (comprising 37 participants aged between 13 and 26 years) indicated different perceptions for the two age groups. For adolescents, gaming was associated with addiction whereas for young adults it was perceived as a tool for increasing personal and social skills. With regard to gambling, adolescents associated it with luck and financial rewards, whereas young adults perceived it as an activity with more risks than benefits. These results suggest developmental differences that have implications for intervention programs and future research.

Delfabbro, P.H., King, D.L. & Griffiths, M.D. (2014). From adolescent to adult gambling: An analysis of longitudinal gambling patterns in South Australia. Journal of Gambling Studies, 30, 547-563.

  • Although there are many cross-sectional studies of adolescent gambling, very few longitudinal investigations have been undertaken. As a result, little is known about the individual stability of gambling behaviour and the extent to which behaviour measured during adolescence is related to adult behaviour. In this paper, we report the results of a 4-wave longitudinal investigation of gambling behaviour in a probability sample of 256 young people (50 % male, 50% female) who were interviewed in 2005 at the age of 16–18 years and then followed through to the age of 20–21 years. The results indicated that young people showed little stability in their gambling. Relatively few reported gambling on the same individual activities consistently over time. Gambling participation rates increased rapidly as young people made the transition from adolescence to adulthood and then were generally more stable. Gambling at 15–16 years was generally not associated with gambling at age 20–21 years. These results highlight the importance of individual-level analyses when examining gambling patterns over time.

Canale, N., Vieno, A., Griffiths, M.D., Rubaltelli, E., Santinello, M. (2015). Trait urgency and gambling problems in young people: the role of decision-making processes. Addictive Behaviors, 46, 39-44.

  • Although the personality trait of urgency has been linked to problem gambling, less is known about psychological mechanisms that mediate the relationship between urgency and problem gambling. One individual variable of potential relevance to impulsivity and addictive disorders is age. The aims of this study were to examine: (i) a theoretical model associating urgency and gambling problems, (ii) the mediating effects of decision-making processes (operationalized as preference for small/immediate rewards and lower levels of deliberative decision-making); and (iii) age differences in these relationships. Participants comprised 986 students (64% male; mean age = 19.51 years; SD = 2.30) divided into three groups: 16–17 years, 18–21 years, and 22–25 years. All participants completed measures of urgency, problem gambling, and a delay-discounting questionnaire involving choices between a smaller amount of money received immediately and a larger amount of money received later. Participants were also asked to reflect on their decision-making process. Compared to those aged 16–17 years and 22–25 years, participants aged 18–21 years had a higher level of gambling problems and decreased scores on lower levels of deliberative decision-making. Higher levels of urgency were associated with higher levels of gambling problems. The association was mediated by a lower level of deliberative decision-making and preference for an immediate/small reward. A distinct pathway was observed for lower levels of deliberative decision-making. Young people who tend to act rashly in response to extreme moods, had lower levels of deliberative decision-making, that in turn were positively related to gambling problems. This study highlights unique decision-making pathways through which urgency trait may operate, suggesting that those developing prevention and/or treatment strategies may want to consider the model’s variables, including urgency, delay discounting, and deliberative decision-making.

Carran, M. & Griffiths, M.D. (2015). Gambling and social gambling: An exploratory study of young people’s perceptions and behavior. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 33(1), 101-113.

  • Background and aims: Gambling-type games that do not involve the spending of money (e.g., social and ‘demo’ [demonstration] gambling games, gambling-like activities within video games) have been accused in both the legal and psychological literature of increasing minors’ propensity towards prohibited forms of gambling thus prompting calls for gambling regulation to capture address such games and subject them to age restrictions. However, there is still a shortage of empirical data that considers how young people experience monetary and non-monetary gambling, and whether they are sufficiently aware of the differences. Methods: Data was collected from 23 qualitative focus groups carried out with 200 young people aged between 14 and 19 years old in schools based in London and Kent. As the study was exploratory in nature, thematic analysis was adopted in order to capture how pupils categorise, construct, and react to gambling-like activities in comparison to monetary forms of gambling without the constrains of a predetermined theoretical framework. Results: Despite many similarities, substantial differences between monetary and non-monetary forms of gambling were revealed in terms of pupils’ engagement, motivating factors, strengths, intensity, and associated emotions. Pupils made clear differentiation between non-monetary and monetary forms of gambling and no inherent transition of interest from one to the other was observed among participants. Only limited evidence emerged of ‘demo’ games being used as a practice ground for future gambling. Conclusion: For the present sample, non-monetary forms of gambling presented a different proposition to the real-money gambling with no inherent overlap between the two. For some the ‘softer’ form minimised the temptation to try other forms of gambling that they were not legally allowed to engage in, but ‘demo’ games may attract those who already want to gamble. Policy implications: Regulators must recognise and balance these two conflicting aspects.

Griffiths, M.D. (2015). Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma: Revista de Psicologia, Ciències de l’Educació i de l’Esport, 33(2), 31-37.

  • Research indicates that compared to the general population, teenagers and students make the most use of social networking sites (SNSs). Although SNSs were originally developed to foster online communication between individuals, they now have the capability for other types of behaviour to be engaged in such as gambling and gaming. The present paper focuses on gambling and the playing of gambling-type games via SNSs and comprises a selective narrative overview of some of the main concerns and issues that have been voiced concerning gambling and gambling-type games played via social network sites. Overall, there is little empirical evidence relating to the psychosocial impact of adolescents engaging in gambling and gambling-type activities on SNSs, and the evidence that does exist does not allow definitive conclusions to be made. However, it is recommended that stricter age verification measures should be adopted for social games via SNSs particularly where children and adolescents are permitted to engage in gambling-related content, even where real money is not involved.

Canale, N., Vieno, A., Griffiths, M.D., Marino, C., Chieco, F., Disperati, F., Andriolo, S., Santinello, M. (2016). The efficacy of a web-based gambling intervention program for high school students: A preliminary randomized study. Computers in Human Behavior, 55, 946-954.

  • Early onset in adolescent gambling involvement can be a precipitator of later gambling problems. The aim of the present study was to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. Students attending a high school in Italy (N= 168) participated in the present study (58% male – age, M = 15.01; SD = 0.60). Twelve classes were randomly assigned to one of two conditions: intervention (N = 6; 95 students) and control group (N = 6; 73 students). Both groups received personalized feedback and then the intervention group received online training (interactive activities) for three weeks. At a two-month follow-up, students in the intervention group reported a reduction in gambling problems relative to those in the control group. However, there were no differences in gambling frequency, gambling expenditure, and attitudes toward the profitability of gambling between the two groups. In addition, frequent gamblers (i.e., those that gambled at least once a week at baseline) showed reductions in gambling problems and gambling frequency post-intervention. Frequent gamblers that only received personalized feedback showed significantly less realistic attitudes toward the profitability of gambling post-intervention. The present study is the first controlled study to test the preliminary efficacy of a web-based gambling intervention program for students within a high school-based setting. The results indicate that a brief web-based intervention delivered in the school setting may be a potentially promising strategy for a low-threshold, low-cost, preventive tool for at-risk gambling high school students.

Canale, N., Griffiths, M.D., Vieno, A., Siciliano, V. & Molinaro, S. (2016). Impact of internet gambling on problem gambling among adolescents in Italy: Findings from a large-scale nationally representative survey. Computers in Human Behavior, 57, 99-106.

  • Aims: The primary aim of the present study was to understand the impact of online gambling on gambling problems in a large-scale nationally representative sample of Italian youth, and to identify and then further examine a subgroup of online gamblers who reported higher rates of gambling problems. Design: Data from the ESPAD®Italia2013 (European School Survey Project on Alcohol and Other Drugs) Study were used for analyses of adolescent Internet gambling. Setting: Self-administered questionnaires were completed by a representative sample of high school students, aged 15–19 years. Participants: A total of 14,778 adolescent students. Measurements: Respondents’ problem gambling severity; gambling behavior (participation in eight different gambling activities, the number of gambling occasions and the number of online gambling occasions, monthly gambling expenditure); Socio-demographics (e.g., family structure and financial status); and control variables were measured individually (i.e., use of the Internet for leisure activities and playing video games). Findings: Rates of problem gambling were five times higher among online gamblers than non-online gamblers. In addition, factors that increased the risk of becoming a problem online gambler included living with non-birth parents, having a higher perception of financial family status, being more involved with gambling, and the medium preferences of remote gamblers (e.g., Internet cafes, digital television, and video game console). Conclusions: The online gambling environment may pose significantly greater risk to vulnerable players. Family characteristics and contextual elements concerning youth Internet gambling (e.g., remote mediums) may play a key role in explaining problem online gambling among adolescents.

Pallesen, S., Hanss, D., Molde, H., Griffiths, M.D. & Mentzoni, R.A. (2016). A longitudinal study of factors explaining attitude change towards gambling among adolescents. Journal of Behavioral Addictions, 5, 59–67

  • Background and aims: No previous study has investigated changes in attitudes toward gambling from under legal gambling age to legal gambling age. The aim of the present study was therefore to investigate attitudinal changes during this transition and to identify predictors of corresponding attitude change. Methods: In all 1239 adolescents from a national representative sample participated in two survey waves (Wave 1; 17.5 years; Wave 2; 18.5 years). Results: From Wave 1 to Wave 2 the sample became more acceptant toward gambling. A regression analysis showed that when controlling for attitudes toward gambling at Wave 1 males developed more acceptant attitudes than females. Neuroticism was inversely related to development of acceptant attitudes toward gambling from Wave 1 to Wave 2, whereas approval of gambling by close others at Wave 1 was positively associated with development of more acceptant attitudes. Continuous or increased participation in gambling was related to development of more acceptant attitudes from Wave 1 to Wave 2. Conclusions: Attitudes toward gambling became more acceptant when reaching legal gambling age. Male gender, approval of gambling by close others and gambling participation predicted development of positive attitudes toward gambling whereas neuroticism was inversely related to development of positive attitudes toward gambling over time.

Ciccarelli, M., Griffiths, M.D., Nigro, G., & Cosenza, M. (2016). Decision-making, cognitive distortions and alcohol use in adolescent problem and non-problem gamblers: An experimental study. Journal of Gambling Studies, in press.

  • In the psychological literature, many studies have investigated the neuropsychological and behavioral changes that occur developmentally during adolescence. These studies have consistently observed a deficit in the decision-making ability of children and adolescents. This deficit has been ascribed to incomplete brain development. The same deficit has also been observed in adult problem and pathological gamblers. However, to date, no study has examined decision-making in adolescents with and without gambling problems. Furthermore, no study has ever examined associations between problem gambling, decision-making, cognitive distortions and alcohol use in youth. To address these issues, 104 male adolescents participated in this study. They were equally divided in two groups, problem gamblers and non-problem gamblers, based on South Oaks Gambling Screen Revised for Adolescents scores. All participants performed the Iowa gambling task and completed the Gambling Related Cognitions Scale and the alcohol use disorders identification test. Adolescent problem gamblers displayed impaired decision-making, reported high cognitive distortions, and had more problematic alcohol use compared to non-problem gamblers. Strong correlations between problem gambling, alcohol use, and cognitive distortions were observed. Decision-making correlated with interpretative bias. This study demonstrated that adolescent problem gamblers appear to have the same psychological profile as adult problem gamblers and that gambling involvement can negatively impact on decision-making ability that, in adolescence, is still developing. The correlations between interpretative bias and decision-making suggested that the beliefs in the ability to influence gambling outcomes may facilitate decision-making impairment.

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

Further reading

Griffiths, M.D. (1995). Adolescent Gambling. London: Routledge.

Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.

Griffiths, M.D. (2003). Adolescent gambling: Risk factors and implications for prevention, intervention, and treatment. In D. Romer (Ed.), Reducing Adolescent Risk: Toward An Integrated Approach (pp. 223-238). London: Sage.

Griffiths, M.D. (2010). Asian national adolescent gambling surveys: Methodological issues, protocols, and advice. Asian Journal of Gambling Issues and Public Health, 1, 4-18.

Griffiths, M.D. (2011). Adolescent gambling. In B. Bradford Brown & Mitch Prinstein (Eds.), Encyclopedia of Adolescence (Volume 3) (pp.11-20). San Diego: Academic Press.

Griffiths, M.D. (2013). Adolescent gambling via social networking sites: A brief overview. Education and Health, 31, 84-87.

Griffiths, M.D. & Linsey, A. (2006). Adolescent gambling: Still a cause for concern? Education and Health, 24, 9-11.

Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.

Hayer, T. & Griffiths, M.D. (2015). The prevention and treatment of problem gambling in adolescence. In T.P. Gullotta & G. Adams (Eds). Handbook of Adolescent Behavioral Problems: Evidence-based Approaches to Prevention and Treatment (Second Edition) (pp. 539-558). New York: Kluwer.

Loyal ascent: Player retention and social responsibility in the online gambling industry

Although I have spent nearly 30 years researching problem gambling, I am not (and have never been) anti-gambling. My research colleagues who work in the field of alcoholism are never considered anti-drinking so I don’t think I am in any way hypocritical. I also help various gaming companies in terms of harm minimization, social responsibility, and player protection – particularly those in the online gambling sector. In today’s blog I briefly outline five important factors that I believe are critical to online player acquisition and retention based on a combination of my own psychological research and my many years of researching the psychology of gambling. These are (i) branding, (ii) trust, (iii) reputation management and enhancement, (iv) company identification with the player, and (v) social responsibility.

Branding – Every great brand has an outstanding feature at its heart. A product also needs time and to be promoted and communicated consistently to become a brand. Repetition appears to be one of the keys to establishing brand success. Online gambling sites often get bad press and are often viewed as unsafe and risky places. Negative press and enough negative feedback from customers can bring the brand into disrepute.

Trust – What really determines a brand – and this is especially important in the online gambling arena – is trust. Trust is of paramount importance in e-commerce generally, and in getting people to gamble online more specifically. Without trust, the spending of money online is unlikely. Players will be more likely to gamble online with those companies that are well established than a little known company operating out of the Caribbean. It has been claimed that successful brands have a ‘trustmark’ rather than a trademark. With the embedding of regulatory and problem gambling regimes, a ‘trustmark’ is an apt gauge for social acceptability and social responsibility. However, getting transferability and connections across brands in the ‘mainstream’ is probably the key issue.

For many Internet gambling operators, the mechanism to establish trust has been to pursue a ‘clicks and mortar’ approach of combining an offline presence (and brand recognition) with online presence. ‘Trustmarks’ are thought to be one of the major reasons why consumers prefer one particular product to other non-familiar ones. They communicate that customers have not been let down by the product and they can reduce anxiety by using it. At the heart of gambling there will always be the underlying fact that in the long run, most players lose. Whichever way the gaming industry plays out this truism, the general situation of players mostly losing represents an underlying negativity that competes with the wit and innovation of demonstrating that the minority of real long-term winners are the central focus and purpose of participating. This is one of the main reasons why trust becomes so important.

Reputation management and enhancement – It was once argued that the Internet would provide a level playing field for small and large retailer alike. However, given the need to establish trust, it would seem that organisations with a good existing offline reputation are at an advantage. Research into online purchasing of books and flight bookings show that the perceived size and reputation of the company determines consumers’ likelihood of purchasing from it. The reason for this is that increased size and reputation led to higher trust, which in turn influences the perception of risk and the willingness to buy.

Recent psychological thinking proposes a three stage model for understanding how people assess the trustworthiness of a website. The first stage assumes that people are faced with a large number of potential websites and thus engage in rapid, heuristic-based analysis based on the design of the site, rather than the content. During the second stage, people engage in a more systematic analysis of the content of the site, and it is during this stage that people are influenced by apparent integrity, benevolence and expertise. The third stage is a relationship development and integration stage, that is, people’s continued use of a site, personalization and the integration of experience.

Trust is an historical concept because customers need repeated interactions coupled with good feelings to build it. Branding experts claim it takes at least three years to establish the feeling of goodwill among consumers. The good news for companies – including the gaming industry – is that customers do not have to have experienced the product. Customers might engage in things because others have used or engaged in the product for years. Although little studied in empirical gambling investigations, trust is thought to be an important variable in both the initial decision to gamble and the maintenance of the behaviour. In a study of nearly 11,000 carried out by our gaming research unit, four-fifths of Internet gamblers (79%) considered the Internet a trustworthy medium of gambling. However, most Internet gamblers (90%) preferred to gamble on websites of well-known and trusted ‘high street’ bookmakers.

Company identification with the player – One of the most important things about brands for the gaming industry is that they help consumers define their self-image and who they are – at least on some psychological level. For some people, this ‘personal branding’ may be more important than their social identities within a community. For example, the car they drive or the newspaper they read, are particularly strong cultural indicators of what sort of person they are. Where they gamble and on what games can be an extension of this. However, total trust acceptance may also lead to an uncritical assessment of acceptability by the punter. For instance, some trusted non-gambling websites now provide links and endorsements to either their own gambling sites, or those of affiliates. Our gaming research unit  highlighted a case of an online problem gambler who had been led to an online gambling site by watching a popular (and trusted) daytime television programme that promoted its own online gaming site.

Social responsibility – As mentioned above, ‘trustmarks’ are likely to be important in relation to social responsibility and the perception of it by players. In studies conducted by our gaming research unit with online gamblers around the world, we found that many of them felt that responsible gaming practises demonstrate that a gaming operator has integrity, and that they care about their players’ wellbeing. For instance, many online poker players did not want their winnings to come from players who could not afford to lose it. They reported that responsible gaming practises allowed them to feel comfortable that their winnings had not come from people with gambling problems. Given that one of the biggest obstacles that prevent people playing online is a lack of trust of operators, this is a significant and important finding that gaming operators should take not of. 

For me, all of these five factors are highly inter-linked. However, I believe that those who end up being the most successful online gaming companies will be the ones with the best social responsibility protocols and infrastructure, and that this will engender trust among its clientele.

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

Further reading

Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.

Auer, M., Littler, A. & Griffiths, M.D. (2015). Legal aspects of responsible gaming pre-commitment and personal feedback initiatives. Gaming Law Review and Economics, 6, 444-456.

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

Griffiths, M.D. (2008). Online trust and Internet gambling. World Online Gambling Law Report, 8(4), 14-16.

Griffiths, M.D. (2010). Social responsibility and trust in online gambling: Six steps to success. i-Gaming Business, 61, 36-37.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

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

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.

Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.

Wood, R.T.A. & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

The punch bunch: Aggressive behaviour in adult slot machine gamblers

I was idly looking through some of the academic papers I have published over the last 25 years and I was surprised by how a fair number of them examined aggressive behaviour in some way. Many of these concern the effect of video game violence on aggressive behaviour but I have also published papers examining sexual orientation and aggression, mindfulness and aggression, and gambling and aggression (see ‘Further Reading’ below for a selection of these).

Back when I was doing my PhD on slot machine addiction (1987-1990) I spent a lot of my time in amusement arcades watching fruit machine players. One thing that I noticed during my observational studies is how physically aggressive players could be when they lost (such as kicking or punching the machine if they lost a lot of money or being verbally aggressive towards staff and other players when things weren’t going the way they wanted). A number of studies have reported a link between gambling and aggressive behaviour although most of the research has concentrated on domestic violence between gamblers and their partners (i.e., problem gamblers taking out the frustration of losing lots of money on their partners).

In a paper in a 2005 issue of the Journal of Community and Applied Social Psychology, Dr. Adrian Parke and I speculated that there are two main types of aggressive act which are prevalent in slot machine gambling based on environmental and structural design factors – instrumental aggression and emotional aggression. Instrumental aggression differs from emotional aggression because there is an ulterior motive behind the act whereas emotional aggression is a result of being unpleasantly aroused. The Frustration-Aggression theory states that a barrier to expected goal attainment generates emotional aggression. Furthermore, the level of aggression is directly proportional to the (i) level of satisfaction they had expected, (ii) more they are prevented from achieving any of their goals and (iii) more often their attempts are resisted. Psychologists such as Dr. Leonard Berkowitz maintains that it is not the frustration that causes the aggressive urges, but the negative affect elicited by the frustration.

Dr. Parke and I also published some other papers on slot machine aggression during 2004 and 2005 in the International Journal of Mental Health and Addiction and Psychological Reports. We carried out a non-participant observation study and monitored the incidence of aggressive behaviour in 303 slot machine players over four 6-hour observation periods in a UK amusement arcade. We concluded that aggression was prevalent in the UK gambling arcade environment with an average of seven aggressive incidents per hour.

We also reported that the majority of aggressive incidents were verbal. Verbal aggression was directed towards members of staff, other gamblers and also the slot machines themselves. Verbal aggression towards members of staff, from an objective point of view, appeared to be caused by a misinterpretation of staff reactions towards incurred losses. With cues available to determine which slot machine will be profitable to play, selecting a machine with which the gambler incurs a loss can be interpreted as poor slot machine gambling skill. The psychologists Dr. Brad Bushman and Dr. Roy Baumeister argue that threatened egotism (an explicit dispute against one’s self value) is a strong risk factor for aggression reprisal. It is probable that in this situation the gamblers were motivated to rebuke such evaluations through an affrontive reprimand. For example:

“After losing all of the money he entered the premises with, participant 6 becomes verbally aggressive to an arcade staff member: ‘I should bring a bat into this place and break the fucking machine…What would you do? You wouldn’t have the balls to call the police.” (Parke & Griffiths, 2005; p. 53)

Given the apparent disproportionate aggressive reaction to minor provocation from staff members, there is scope to propose that rather than being a primary source of frustration and aggression, the phenomenon is evidence of Triggered Displaced Aggression. Displaced Aggression theory contends that individuals who are provoked but who are constrained against retaliating directly to the primary source may displace such anger onto unaccountable individuals. Triggered Displaced Aggression theory extends this position, by stating that after a preclusion of direct retaliation against the provocateur, minor triggers will produce an incommensurate level of aggression. Applying this theory to the phenomenon of verbal aggression towards staff members, it is probable that the gambler while frustrated and negatively aroused may be motivated to displace disproportionately high aggressive reactions onto staff members based on minor triggers such as amusement at incurred losses.

We also reported that verbal aggression directed towards other slot machine gamblers was probably a response to predatory play from opposing slot machine gamblers. With structural design factors enabling identification of slot machines that are profitable to play, naturally the environment becomes competitive. Gamblers become callous in their machine selection because the most effective way to make profits is to target machines that other gamblers have lost considerably on. Again, for the individual, self-esteem is likely to be diminished by permitting opponents to profit from experiencing loss. As a result it is probable that attempts are made to deflect such predatory behaviour with aggressive reprimands. For example:

“Participant 3 had gambled a considerable amount of money on one machine, and had no funds to continue playing. Participant 4 immediately began to play the same machine and win. Participant 3 retorted in an aggressive tone: ‘You watching me lose my money before. Wait till I lose everything and then play mate?’” (Parke & Griffiths, 2005; p.54)

Verbal aggression towards other slot machine gamblers could be understood from perspective of the Cognitive Neo-associationistic Model. (Fundamentally, this model suggests that aversive events produce negative affect, which transforms all associated stimuli into potential triggers of aggression). Applying this theory to the verbal aggression phenomenon, it is reasonable to propose that the experience of losing transforms environmental factors, such as opposing gamblers, into sources of aggression. Berkowitz has advocated two tiers of aggression activation. The first stage is simultaneous emotions of rudimentary fear and anger. The second stage is a second order evaluative phase where the individual considers the actual liability of environmental factors in anger creation. Naturally, as Berkowitz states, the individual’s attributional processes dictate whether they will actualise aggressive emotions. Put simply, an acknowledgement of the ability to isolate slot machines that are profitable to play based on identifying losing gamblers, is potentially a risk factor for acting aggressively towards other gamblers.

Finally, verbal aggression towards the slot machine is considered to be an emotionally aggressive act as a means to vent frustration rather than instrumentally preserve status as suggested above. Invariably, verbal emotional aggression was expressed through vilification and attribution of negative human characteristics to the machine such as sadism. Interestingly, such vilification was primarily sexually aggressive and constituted a feminisation of the slot machine. For example:

“This bitch is fucking me around…Are you going to fuck me around again this week?” (Parke & Griffiths, 2005; p.54)

We argued that the physical aggression towards the slot machine was believed to be an extension of tension release that was previously observed with verbal aggression towards the slot machine. For example:

“After considerable losses, Participant 8 began to slam the glass of the machine. After experiencing a near miss Participant 8 subsequently kicked the base of the machine.” (Parke & Griffiths, 2005; p.55)

Physical aggression was not directed towards opposing gamblers – perhaps identifying a boundary of conduct in order to remain within the gambling environment, as it was probable that such behaviour would result in getting thrown out of the premises. Essentially this does not equate to gamblers not be motivated to act physically aggressive to other slot machine gamblers, rather it only represents a reluctance to actualise such behaviour in the gambling environment.

It is probable that aggressive behaviour observed in the slot machine gambling environment is not solely based on structural and environmental factors. Individual differences of the gamblers are likely to affect the prevalence of aggressive behaviour, based on propositions of the General Aggression Model that suggests that trait hostility can develop through life experiences. It is possible that the participants in our observational study held aggression-related biases. For example, Dr. Karen Dill and her colleagues argue that trait hostility precipitates a hostile expectation bias (the expectation that aggressive behaviour will be used by others instrumentally) and a hostile perception bias (the propensity of interpreting interpersonal interactions as aggressive). For gamblers, it is probable that trait hostility is exacerbating aggressive reactions towards provocation from environmental and structural game design factors. Overall, our research concluded that gambling-induced aggression is a manifestation of the underlying conflict of engaging in dysfunctional behaviour while consciously acknowledging its detrimental effects.

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

Additional input: Dr. Adrian Parke (University of Lincoln, UK)

Further reading

Anderson, C.A. & Bushman, B.J. (2002). Human Aggression. Annual Review of Psychology, 53, 27-51.

Berkowitz, L. (1993). Aggression: Its causes, consequences, and control. Philadelphia: Temple University Press.

Berkowitz, L. (1989). The frustration-aggression hypothesis: Examination and reformulation. Psychological Bulletin, 106, 59-73.

Berkowitz, L. (1990). On the formation and regulation of anger and aggression: A cognitive-neoassociationistic analysis. American Psychologist, 45, 494-505.

Bushman, B. J. & Baumeister, R. F. (1998). Threatened egotism, narcissism, self-esteem, and direct and displaced aggression: Does self-love or self-hate lead to violence. Journal of Personality and Social Psychology, 75, 219-229.

Dill, K.E., Anderson, C.A., Anderson, K.B. & Deuser, W.E. (1997). Effects of personality on social expectations and social perceptions. Journal of Research in Personality, 31, 272-292.

Dollard, J., Doob, L.W., Miller, N.E., Mowrer, O.H. & Sears, R.R. (1939). Frustration and Aggression. New Haven, Connecticut: Yale University Press.

Griffiths, M.D. (1997). Video games and aggression. The Psychologist: Bulletin of the British Psychological Society, 10, 397-401.

Griffiths, M.D. (1998). Video games and aggression: A review of the literature. Aggression and Violent Behavior, 4, 203-212.

Griffiths, M.D., Parke, A. & Parke, J. (2003). Violence in gambling environments: A cause for concern? Justice of the Peace, 167, 424-426.

Griffiths, M.D., Parke, A. & Parke, J. (2005). Gambling-related violence: An issue for the police? Police Journal, 78, 223-227.

Grüsser, S.M., Thalemann, R. & Griffiths, M.D. (2007). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology and Behavior, 10, 290-292.

Mehroof, M. & Griffiths, M.D. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316.

Miller, N. Pederson, W.C., Earleywine, M. & Pollock, V.E. (2003). A theoretical model of triggered displaced aggression, Personality and Social Psychology Review, 7, 75-97.

Miller, N.E. (1941). The frustration-aggression hypothesis. Psychological Review, 48, 337-342.

Parke, A. & Griffiths, M.D. (2004). Aggressive behavior in slot machine gamblers : A preliminary observational study. Psychological Reports, 95, 109-114.

Parke, A. & Griffiths, M.D. (2005). Aggressive behaviour in adult slot machine gamblers: A qualitative observational study. International Journal of Mental Health and Addiction, 2, 50-58.

Parke, A. & Griffiths, M.D. (2005). Aggressive behaviour in adult slot machine gamblers: An interpretative phenomenological analysis. Journal of Community and Applied Social Psychology, 15, 255-272.

Sergeant, M.J.T., Dickins, T.E., Davies, M.N.O., & Griffiths, M.D. (2006). Aggression, empathy and sexual orientation in males. Personality and Individual Differences, 40, 475-486.

Shonin, E.S., van Gordon, W., Slade, K. & Griffiths, M.D. (2013). Mindfulness and other Buddhist-derived interventions in correctional settings: A systematic review. Aggression and Violent Behavior, 18, 365-372.

Group to conquer: The social psychology of poker

In today’s blog I am going to try and apply some relatively simple social psychology to playing poker. Unlike some of my previous articles that may have bordered into ‘pop’ psychology territory, this article uses some very well researched psychological phenomena and examines to what extent they can improve your game and aid skilful poker playing.

Over in the US, Professor Matthew Martens at the University of Albany is a psychologist who has consistently applied his psychological knowledge to his love of poker. He has written very persuasively on how social psychology is used and abused in gambling situations. Like me, his own students are fascinated by the idea that academics use their passion for an academic subject and use it to aid them in non-academic situations. It is also somewhat ironic that we spend far more time analysing others’ behaviour rather than our own (probably because we don’t get paid for self-analysis!).

Like Professor Martens I have little time for Freudian psycho-babble and much prefer to believe that by understanding some fundamental psychological principles, poker players can make more rational, better decisions when playing at the tables. Professor Martens has highlighted three particular principles from traditional social psychology that he believes have high psychological relevance at the poker table. These are (i) the fundamental attribution error, (ii) group conformity, and (iii) social loafing. I shall examine each of these briefly in turn.

The fundamental attribution error (FAE) is a fairly simple concept to understand. What’s more, there is a mass of worldwide evidence showing its existence in a wide variety of behaviours, situations and contexts. In its most simple terms, the FAE boils down to the tendency for us as individuals to attribute other people’s behaviours to internal rather than external causes. The flip side of the coin is that as individuals we also have a tendency to attribute our failures to external rather than internal causes. So what does this mean in relation to poker?

Firstly, players may assume that opponents are weak or poor players when they make unfavourable decisions. At the same time, players may also believe their own poker play is simply ‘unlucky’ when things don’t go their way. In essence, the FAE makes players less objective in their thinking when evaluating both their own play and that of their opponents. The underlying message is that you shouldn’t view opponents as ‘weak’ players just because they made what looked like a few poor decisions. Similarly, as a player you must be honest about the quality of your play and try not to attribute poor playing outcomes to external events like ‘unlucky’ or ‘bad’ cards.

Another well-known phenomenon in social psychology is group conformity. In group situations (such as playing a game of poker), there is a psychological tendency to conform to the behaviour of other group members. Professor Martens gives the example of a player getting seated at a wild table where everybody is betting and raising with any two cards, and realizing four hours and 50 big bets later that the player had no idea why they chose to call three bets cold with Queen-7 suited and Ace-6 offsuit. In this situation, and to their detriment, the player has perhaps subconsciously conformed to the behaviour at the table. There is a fine line between adjusting your play to maximize the specific game situation that you face, versus adjusting your play to simply ‘fit in’ with everyone else at the table. The former will generate profit over the long run, the latter will probably ensure that you will at best break even.

This final social psychology principle that Professor Martens highlights is social loafing. However, there is one caveat – it only applies to poker tournaments. More specifically, this occurs when players are in a position that knocking out someone will result in a major benefit to all other players, such as getting in the money or making the final table. The underlying principle of social loafing is that people in group settings often sit around and wait for other people to do the work, so that they can get all the reward with little or no work. In tournament poker, this would translate to individuals choosing not to risk their chips in an effort to knock someone out, instead waiting for someone else to do the dirty work.

Professor Martens argues that by understanding these three principles of social psychology, and recognizing when they are occurring in the poker game that you are playing, players are better able to make winning decisions and evaluations about their play. It’s probably also true to say that the three particular social psychological phenomena discussed in this article are an inherent part of our day-to-day human nature. Put more simply, it is our natural human inclination to engage in these behaviours often and in a wide variety of situations (including poker playing). Therefore, it takes a little work to recognize when these phenomena are negatively affecting your game, but overcoming them should provide profitable benefits in the long run.

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

Further reading

Biolcati, R., Passini, S. & Griffiths, M.D. (2015). All-in and bad beat: Professional poker players and pathological gambling. International Journal of Mental Health and Addiction, in press.

Griffiths, M.D., Parke, J., Wood, R.T.A. & Rigbye, J. (2010). Online poker gambling in university students: Further findings from an online survey. International Journal of Mental Health and Addiction, 8, 82-89.

McCormack. A. & Griffiths, M.D. (2012). What differentiates professional poker players from recreational poker players? A qualitative interview study. International Journal of Mental Health and Addiction, 10, 243-257.

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.

Parke, A., Griffiths, M., & Parke, J. (2005) Can playing poker be good for you? Poker as a transferable skill. Journal of Gambling Issues, 14.

Recher, J. & Griffiths, M.D. (2012). An exploratory qualitative study of online poker professional players. Social Psychological Review, 14(2), 13-25.

Wood, R.T.A., Griffiths, M.D. & Parke, J. (2007). The acquisition, development, and maintenance of online poker playing in a student sample. CyberPsychology and Behavior, 10, 354-361.

Wood, R.T.A. & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

Against all odds: The rise and rise of gambling

In many areas of the world, gambling has become a popular activity. Almost all national surveys into gambling have concluded that most people have gambled at some point in their lives, there are more gamblers than non-gamblers, but that most participants gamble infrequently. Commissions and official government reviews in a number of countries including the United States, United Kingdom, Australia and New Zealand have all concluded that increased gambling availability has led to an increase in problem gambling. Estimates of the number of problem gamblers vary from country to country but most countries that have carried out national prevalence surveys suggest around 0.5%-2% of individuals have a gambling problem.

In May 2013, the new criteria for problem gambling (now called ‘Gambling Disorder’) were published in the fifth edition of the American Psychiatric Association’s Diagnostic and Statistical Manual for Mental Disorders (DSM-5), and for the very first time, problem gambling was included in the section ‘Substance-related and Addiction Disorders’ (rather than in the section on impulse control disorders). Also included in the Appendix of the DSM-5 as a potential addiction was Internet Gaming Disorder (i.e., online video game addiction). Although most of us in the field had been conceptualizing problematic gambling and video gaming as addictions for many years, this was arguably the first time that an established medical body had described them as such. For me, gambling and gaming addictions should not be considered any differently from other more traditional chemical addictions (e.g., alcohol addiction, nicotine addiction). Consequently, there is no theoretical reason why other problematic and excessive activities that do not involve the ingestion of a psychoactive substance cannot be deemed as legitimate behavioural addictions in the years to come (e.g., shopping addiction, sex addiction, work addiction, exercise addiction, etc.).

Gambling is a multifaceted rather than unitary phenomenon. Consequently, many factors are involved in the acquisition, development and maintenance of gambling behaviour. Such factors include an individual’s biological and genetic predisposition, their social environment, psychological variables (personality characteristics, attitudes, expectations, beliefs, etc.), macro-situational characteristics (how much gambling is marketed and advertised, the number of gambling venues within a jurisdiction, where the gambling venue is located), micro-situational characteristics of the gambling environment (on-site cash machine, provision of free alcohol, floor layout etc.), and the structural characteristics of the gambling activity itself (jackpot size, stake size, the number of times a individual can gamble in a given time frame, etc.). Most research has tended to concentrate on individual characteristics (personality, genetics, family and peer influence) rather than situational and structural characteristics.

The introduction of national lotteries, the proliferation of slot machines, the expansion of casinos, and the introduction of new media in which to gamble (e.g., Internet gambling, mobile phone gambling, interactive television gambling, gambling via social networking sites), has greatly increased the accessibility and popularity of gambling worldwide, and as a result, the number of people seeking assistance for gambling-related problems. In addition, the rise of remote gambling via the internet and mobile phones has arguably changed the psychosocial nature of gambling. I have also published a number of studies showing that to vulnerable and susceptible individuals (e.g., problem gamblers, minors, the intoxicated, etc.), the medium of the internet may facilitate and fuel problematic and addictive behaviours.

There are many known factors that make online activity potentially problematic to a minority of individuals. This includes factors such as easy accessibility, affordability, anonymity, convenience, escape, and disinhibition. Some of these factors can change the psychological experience of gambling. For instance, gambling with virtual representations of money online lower the psychological value of the money and people tend to spend more with virtual representations of money than if they were gambling with physical money. Also, when people lose money online it is a different psychological experience because no-one can see anyone losing face-to-face. As a result, there is less guilt and embarrassment about losing and vulnerable individuals may be tempted to spend more time and money than they had originally intended.

One very salient trend that has implications for gambling (and arguably problem gambling) is that technology hardware is becoming increasingly convergent (e.g., internet access via smartphones and interactive television) and there is increasing multi-media integration such as gambling and video gaming via social networking sites. As a consequence, people of all ages are spending more time interacting with technology in the form of internet use, playing videogames, watching interactive television, mobile phone use, social networking, etc. In addition to convergent hardware, there is also convergent content. This includes some forms of gambling including video game elements, video games including gambling elements, online penny auctions that have gambling elements, and television programming with gambling-like elements.

One of the key drivers behind the increased numbers of people gambling online and using social networking sites is the rise of mobile gambling and gaming. Compared to internet gambling, mobile gambling is still a relatively untapped area but the functional capabilities of mobile phones and other mobile devices are improving all the time. There are now hundreds of gambling companies that provide casino-style games to be downloaded onto the gambler’s smartphone or mobile device (e.g., tablet or laptop). This will have implications for the psychosocial impact of gambling and will need monitoring. Like online gambling, mobile gaming has the capacity to completely change the way people think about gambling and betting. Mobile phones provide the convenience of making bets or gambling from wherever the person is, even if they are on the move.

One of the most noticeable changes in gambling over the last few years – and inextricably linked to the rise of mobile gaming – has been the large increase of in-play sports betting. Gamblers can now typically bet on over 60 ‘in-play’ markets while watching a sports event (such as a soccer match). For instance, during a soccer game, gamblers can bet on who is going to score the first goal, what the score will be after 30 minutes of play, how many yellow cards will be given during them game and/or in what minute of the second half will the first free kick be awarded. Live betting is going to become a critical activity in the success of the future online and mobile gambling markets.

The most salient implication of ‘in-play’ sports betting is that it has taken what was traditionally a discontinuous form of gambling – where an individual makes one bet every Saturday on the result of the game – to one where an individual can gamble again and again and again. Gaming operators have quickly capitalized on the increasing amount of televised sport. In contemporary society, where there is a live sporting event, there will always be a betting consumer. ‘In-play’ betting companies have both catered for the natural betting demand but introduced new gamblers in the process. If the reward for gambling only happens once or twice a week, it is completely impossible to develop problems and/or become addicted. ‘In-play’ has changed that because there are soccer matches on almost every day of the week making a daily two-hour plus period of betting seven days a week.

New technologies in the form of behavioural tracking have helped online gambling companies keep track of players by noting (among many other things) what games they are playing, the time spent playing, the denomination of the gambles made, and their wins and losses. Although such technologies can potentially be used to exploit gamblers (e.g., targeting the heaviest spenders with direct marketing promotions to gamble even more), such technologies can also be used to help gamblers that may have difficulties stopping and/or limiting their gambling behaviour. Over the past few years, innovative social responsibility tools that track player behaviour with the aim of preventing problem gambling have been developed. These new tools are providing insights about problematic gambling behaviour. A number of European jurisdictions (such as Germany and The Netherlands) are now considering whether such tools should be mandatory for gaming operators to use especially as such tools are already being used in Sweden, Norway, Finland and Austria.

Although gamblers are ultimately responsible for their own behaviour, gambling can be minimised via both governmental policy initiatives (age restrictions, marketing and advertising restrictions, no gaming licenses unless operators display the highest standards of social responsibility to their clientele, etc.) and gaming operator initiatives (self-exclusion programs, information about games so gamblers can make informed choices, limit-setting tools that allow gamblers to set time and money loss limits, staff training on responsible gambling, referral to gambling treatment providers, etc.). Problem gambling can never be totally eliminated but harm minimisation practices can be put in place to keep the problem to a minimum. Treatment for gambling addiction should be free and paid for by gambling industry profits (either in the form of voluntary donations to a charitable trust or – if that doesn’t work – a statutory levy). In short, any jurisdiction that has legalised and liberalised gambling has a duty of care to put a national social responsibility infrastructure in place to prevent, minimise, and treat problem gambling as they would with any other consumptive and potentially addictive behaviour (e.g., drinking alcohol, smoking cigarettes, etc.)

Please note: A version of this article first appeared in Science and Technology (Pan European Networks) magazine (Volume 15, pages 153-155).

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

Further reading

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

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

Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464.

Griffiths, M.D. (2012). Mind games (A brief psychosocial overview of in-play betting). i-Gaming Business Affiliate, June/July, 44.

Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.

Griffiths, M.D., King, D.L. & Delfabbro, P.H. (2014). The technological convergence of gambling and gaming practices. In Richard, D.C.S., Blaszczynski, A. & Nower, L. (Eds.). The Wiley-Blackwell Handbook of Disordered Gambling (pp. 327-346). Chichester: Wiley.

Griffiths, M.D. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? (pp. 277-292). New York: Prometheus Books.

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

McCormack, A. & Griffiths, M.D. (2013). A scoping study of the structural and situational characteristics of internet gambling. International Journal of Cyber Behavior, Psychology and Learning, 3(1), 29-49.

Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.

Parke, J. & Griffiths, M.D. (2007). The role of structural characteristics in gambling. In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies (pp.211-243). New York: Elsevier.

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

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

Sell division: Responsible marketing and advertising by the gambling industry

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

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

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

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

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

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

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

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

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

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

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

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

Further reading

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

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

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

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

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

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

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

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