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No laughing matter: A brief look at scary clowns and coulrophobia
Posted by drmarkgriffiths
A few days ago, the Nottingham Trent University Press Office asked if I would be interested in speaking to BBC Online News about coulrophobia (i.e., a fear of clowns). Obviously this is not my specialist area and the only article I’ve ever written about clown psychology was a previous blog on coulrophilia (i.e., sexual arousal from clowns) and an article on the psychology of fancy dress. It turned out that the BBC were writing a story about the British police being inundated with clowns scaring people by jumping out and chasing them. More specifically, the story claimed:
“Police across England have been called to dozens of incidents in which pranksters dress as ‘creepy clowns’ to deliberately scare people. The culprits are said to be following a trend that started in the US [and has spread to other countries, including Canada, Australia and France]. A 30-year-old man was arrested in Norwich after someone dressed as a clown jumped out from behind a tree and “terrified” a woman in a public park. On Sunday Thames Valley Police said it had been called to 14 incidents in 24 hours. In County Durham on Friday, four children were followed to school by a man in a clown outfit who was armed with what turned out to be a plastic machete. In a separate clowning caper in County Durham on Friday, police in Peterlee posted a photo on their Facebook page of items including two masks confiscated from two 12-year-olds who officers said had gone to a primary school to scare children. Meanwhile, in Kidlington, Oxfordshire, a man dressed as a clown and carrying a baseball bat was reported to have chased a 10-year-old child through a park. Gloucestershire Police said it had received six reports of ‘clowns’ behaving suspiciously or carrying knives. In one instance a child was followed. A cyclist in Eastbourne, Sussex, was left ‘shaken’ after someone dressed as a clown jumped out from a bush brandishing what he believed was an offensive weapon. And in Sudbury, Suffolk, a boy was chased by “several people dressed as clowns”.
As there was little academic research in coulrophobia, I felt I was as qualified as anyone to speculate on the roots of coulrophobia. I told the BBC that clowns tend to be scary because of their exaggerated looks and evil representation in films. Obviously, the vast majority of individuals are not scared of clowns in a day-to-day context but a clown’s face has become part of a scare culture. I noted that there is a stereotype of the nasty, evil, eerie clown. If you look at clowns facially what you tend to find is part of their face or feet are exaggerated, they have huge noses, scary mouths, huge elongated shoes, and wildfire hair. I also made reference to the cinematic trope of the evil clown. If you look at everything from Heath Ledger as The Joker in Batman to the clown in Stephen King‘s It. These clowns or characters with clown faces are either killers or they are doing really nasty things. Even if you have not come into contact with clowns, you’re likely to be influenced by what you see in television and films. According to the Wikipedia entry on coulrophobia:
“Clown costumes tend to exaggerate the facial features and some body parts, such as hands and feet and noses. This can be read as monstrous or deformed as easily as it can be read as comical. The significant aberrations in a clown’s face may alter a person’s appearance so much that it enters the so-called ‘uncanny valley’ in which a figure is lifelike enough to be disturbing, but not realistic enough to be pleasant—and thus frightens a child so much that they carry this phobia throughout their adult life. According to psychology professor Joseph Durwin at California State University, Northridge, young children are ‘very reactive to a familiar body type with an unfamiliar face. Researchers who have studied the phobia believe there is some correlation to the uncanny valley effect. Additionally, the fact that much clown behavior is ‘transgressive’ (anti-social behavior) can create feelings of unease”.
A couple of weeks ago after the spate of US clown attacks, Professor Frank McAndrew wrote an article for The Conversation on the psychology of what creeps us out about clowns. He compared his own thinking to that of the Canadian psychologist Dr. Rami Nader. More specifically, Professor McAndrew noted:
“[Dr. Nader] believes that clown phobias are fueled by the fact that clowns wear makeup and disguises that hide their true identities and feelings. This is perfectly consistent with my hypothesis that it is the inherent ambiguity surrounding clowns that make them creepy. They seem to be happy, but are they really? And they’re mischievous, which puts people constantly on guard. People interacting with a clown during one of his routines never know if they are about to get a pie in the face or be the victim of some other humiliating prank. The highly unusual physical characteristics of the clown (the wig, the big red nose, the makeup, the odd clothing) only magnify the uncertainty of what the clown might do next”.
No-one knows why the spate of clown attacks have occurred in the UK (or elsewhere). My own take on it is that the flurry of media stories about the phenomenon has probably contributed to some copycat cases (which then led one news story to the headline based on my radio interview with Talk Radio: “Killer clown attacks: Leading professor says sensationalist media has fuelled ‘Clownpocalypse’”) although there are likely to be other reasons (given that Halloween is coming up). As a psychologist I am far more interested in why someone would attack others dressed as a clown in the first place.
Here, I see a lot of similarities with online behaviour in that dressing up as a character is like the taking on of another persona when people are online carrying out anti-social acts such as trolling. While the psychological core and personality of an individual online or dressed up in an outfit with a mask (or thick hideous make-up) is still that same person, the anonymity provided by the nature of online interactions and the anonymity provided by wearing a different face or mask both lead to the person becoming more disinhibited and doing things that they would never do in a normal face-to-face situation. In essence, such people are taking on other identities – at least momentarily – and carrying out anti-social acts that they would normally not do. However, there will also be those who carry out such attacks because they get crazed and/or sadistic pleasure from doing so. Their motives may be as simple as boredom, revenge and/ or just wanting to ‘have a laugh’ – the main motives that have been found in my own research among people who troll online.
The current spate of clown attacks may well die down as quickly as they have come about and I’m sure as the media reporting decreases there will be less of such attacks (at least I am hoping so).
Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
BBC News (2016). ‘Creepy clown’ police warnings as craze spreads. October 10, Located at: http://www.bbc.co.uk/news/uk-england-37605841
Dolan, L. (2016). Killer clown attacks: Leading professor says sensationalist media has fuelled ‘Clownpocalypse’. Talk Radio, October 11. Located at: http://talkradio.co.uk/news/killer-clown-attacks-leading-professor-says-sensationalist-media-has-fuelled-clownpocalypse#eO77SQMbGBWXECHO.99
Griffiths, M.D. (2014). Adolescent trolling in online environments: A brief overview. Education and Health, 32, 85-87.
Hayden, D. (2016). ‘Creepy clowns’ craze: Professionals hit out at pranksters. BBC News, October 11. Located at: http://www.bbc.co.uk/news/uk-england-37611993
McAndrew, F.T. (2016). The psychology behind why clowns creep us out. The Conversation, September 29. Located at: https://theconversation.com/the-psychology-behind-why-clowns-creep-us-out-65936
Thacker, S. & Griffiths, M.D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 17-33.
Wikipedia (2016). Coulrophobia. Located at: https://en.wikipedia.org/wiki/Coulrophobia
Wikipedia (2016). Uncanny valley. Located at: https://en.wikipedia.org/wiki/Uncanny_valley
Zidbits (2011). Why are some people afraid of clowns? October 20. Located at: http://zidbits.com/2011/10/why-are-some-people-afraid-of-clowns/
Posted in Case Studies, Compulsion, Crime, Fame, Mania, Obsession, Paraphilia, Popular Culture, Psychology
Tags: Anti-social behaviour, Batman, Clown psychology, Clownpocalypse, Coulrophilia, Coulrophobia, Heath Ledger, Online disinhibition, Scary clowns, The Joker, The Joker (Dark Knight), Trolling, Uncanny valley
Net bets: What makes betting online attractive to gamblers?
Posted by drmarkgriffiths
Over the past two decades I have carried out a lot of research on what factors are important in attracting people to engaging in online activities such as online video gaming, online gambling, online shopping, and online sex. Research has shown that virtual environments have the potential to provide short-term comfort, excitement and/or distraction – all of which can be highly reinforcing to internet users. My research has consistently shown that there are many generic factors that facilitate online use including accessibility, anonymity, affordability, convenience, escape, immersion, interactivity, disinhibition, and simulation. Today’s blog briefly examines these factors.
Accessibility – Access to the Internet is now commonplace and widespread, and can be done easily from the home, the workplace and (via mobile gambling) on the move. Given that the uptake of consumptive behaviours is strongly correlated with increased access to the activity, it is not surprising that the incidence of activities like online gambling and online gaming is slowly increasing across different populations across the world. Fundamentally, increased accessibility of these activities enables the individual to rationalize involvement by removing previously restrictive barriers such as time constraints emanating from occupational and social commitments.
Anonymity – The anonymity of the Internet allows users to privately engage in such activities as sex and gambling without the fear of stigma. This anonymity can also provide the user with a greater sense of perceived control over the content, tone, and nature of the online experience. Anonymity also has the capacity to increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit – particularly when losing – as no-one will actually see the face of the loser. Anonymity, like increased accessibility, may reduce social barriers to engaging in gambling, particularly skill-based gambling activities such as poker that are relatively complex and often possess tacit social etiquette. The potential discomfort of committing a structural or social faux-pas in the gambling environment because of inexperience is minimized because the individual’s identity remains concealed.
Affordability – Given the wide accessibility of the Internet, it is now relatively inexpensive to use online services on offer. Furthermore, the overall cost of has been reduced significantly through technological developments, again, rendering affordability less of a restrictive force when it comes to rationalizing involvement in the behaviour. For example, the saturation of online gambling industry has lead to increased competition, and the consumer is benefiting from the ensuing promotional offers and discounts available on gambling outlay. Regarding interactive wagering, the emergence of peer-to-peer gambling through the introduction of betting exchanges has provided punters with commission free sporting gambling odds, which in effect means the player needs to risk less money to obtain potential revenue. Finally, ancillary costs of face-to-face gambling, such as parking, tipping and purchasing refreshments, is removed when gambling within the home and therefore the overall cost of gambling is reduced making it more affordable.
Convenience – Online behaviours usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours. For the internet user, not having to move from their home or their workplace is of great positive benefit and increases the attractiveness of online activities compared to offline activities.
Escape – For some internet users, the primary reinforcement to engage in an online behaviour is the gratification they experience online. However, the experience of activities like online gambling, online gaming and/or online sex may be reinforced through a subjectively and/or objectively experienced ‘high’ or positive change in mood state. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. In short, online activities can provide a potent escape from the stresses and strains of real life.
Immersion – The medium of the Internet can provide feelings of dissociation and immersion and may facilitate feelings of escape (see above). Immersion can produce lots of different types of feelings that may be reinforcing for the internet user such as losing track of time, feeling like you’re someone else, and being in a trance like state.
Interactivity – The interactivity component of the Internet can also be psychologically rewarding and different from other more passive forms of entertainment (e.g., television). The interactive nature of the Internet can therefore provide a convenient way of increasing such personal involvement that can – in online situations – lead to increased online use. Furthermore, the alternative methods of peer interaction are available within interactive online activities that retain the socially reinforcing aspects of the behaviour. Individuals can communicate via computer-mediated communication in most online activities (including gambling and gaming).
Disinhibition – The feeling of disinhibition is one of the Internet’s key appeals as there is little doubt that the Internet makes people less inhibited when they are online. Online users appear to open up more quickly online compared to offline situations and reveal themselves emotionally much faster than in the offline world. This has been referred to by Dr. John Suler as ‘hyperpersonal communication’. According to Dr. Suler, this occurs because of four features of online communication:
- The communicators usually share social categories so will perceive each other as similar (e.g., all online poker players)
- The message sender can present themselves in a positive light, and so may be more confident
- The format of online interaction (e.g., there are no other distractions, users can spend time composing messages, mix social and task messages, users don’t waste cognitive resources by answering immediately)
- The communication medium provides a feedback loop whereby initial impressions are built upon and strengthened.
Simulation – Finally, simulations provide an ideal way in which to learn about something and which tends not to have any of the possible negative consequences. For instance, most online gambling sites have a practice mode format, where potential gamblers can place a non-monetary bet in order to see and practice the procedure of gambling on that site. Furthermore, gambling in practice modes can build self-efficacy and potentially increase perceptions of control in determining gambling outcomes motivating participation in their ‘real cash’ counterparts within the site.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.
Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.
Griffiths, M.D. (2009). Internet gambling in the workplace. Journal of Workplace Learning, 21, 658-670.
Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment (pp. 91-111). New York: Wiley.
Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.
Griffiths, M.D. (2012). Internet sex addiction: A review of empirical research. Addiction Research and Theory, 20, 111-124.
Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.
Griffiths, M.D. & Parke, J. (2002). The social impact of internet gambling. Social Science Computer Review, 20, 312-320.
Griffiths M.D. & Szabo, A. (2014). Is excessive online usage a function of medium or activity? An empirical pilot study. Journal of Behavioral Addictions, 3, 74–77.
Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.
Kuss, D. & Griffiths, M.D. (2012). Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753. Pennsylvania: IGI Global
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.
Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.
Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.
Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.
Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.
Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7, 321-326.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.
Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.
Posted in Addiction, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, I.T., Internet addiction, Internet gambling, Obsession, Online addictions, Online gambling, Online gaming, Poker, Problem gamblng, Psychology, Social Networking, Social responsibility, Technological addiction, Technology, Video games
Tags: Cognitive distraction, Gambling, Gambling escape, Gambling excitement, Gambling stigma, Mobile gambling, Online accessibility, Online affordability, Online anonymity, Online convenience, Online disinhibition, Online escape, Online immersion, Online interactivity, Online simulation, Player retention, Problem gambling, Reputation management, Responsible gambling, Social gambling, Social Responsibility, Trust in gambling
Tor-mental problems: Protecting children from online bullying
Posted by drmarkgriffiths
I have never claimed to be an expert in cyberbullying but I often get asked to do media interviews on the topic (often in connection to high profile cases involving trolling). Any of us that have spent time online can think of incidents where things have escalated on Facebook and other social media. Cyberbullying typically refers to a child being tormented, threatened, harassed, humiliated, embarrassed or otherwise targeted by another child using digital technology such as the internet or mobile phones. The methods used are limited only by the child’s imagination and access to technology. More worryingly, cyber-bullying has been on the increase over the last few years.
The media often ask me for insight in to why that tends to happen in these situations and the psychology behind people interacting online as opposed to face-to-face. For example do people tend to feel more protected online? Do they tend to take on a different identity? One of the main reasons why behaviour online is very different from it offline is because it provides a ‘disinhibiting’ experience. This is where people lower their emotional guard and become much less inhibited in their actions. The main reason for this well known phenomenon is because when people are interacting with others online it is non-face-to-face, it is perceived as a very anonymous environment, and it is non-threatening. On the positive side, this disinhibition process can lead people to develop deep and complex emotional attachments and can even fall in love online. On the negative side, people may carry out behaviours online that they would never dream of doing offline including, in some instances, criminal behaviour such as cyber-bullying in online social networking sites.
The other things I tend to get asked are how common cyberbullying is and what sort of people tend to get involved in online bullying. Research here in the UK and US has shown that about 10% of children and teenagers have been cyber-bullied in the previous month (across all technological media including social media) with about one in six children being cyber-bullied at least once in their lifetime. As children get older the incidence of cyberbullying increases as a greater proportion of older children have access to mobile phones and the internet. Some studies have shown as many as 95% of teenagers on social networking sites have witnessed cruel behaviour and 55% witness this type of behaviour frequently. Amongst teenagers, some research appears to suggest that online cyberbullies are slightly more likely to be girls than boys although findings are a little inconsistent. There is also some research showing that up to one in five teenagers will also join in and cyberbully after an initial abusive post by someone else. Other research studies have found that of all the types of cyberbullying, most of it (approximately 85%) is now done on social networking sites rather than emails and texts. Cyberbullying is not usually a one-off communication, unless it involves a death threat or a threat of serious bodily harm. Children often know it when they see it, while parents may be more worried about the crude language used by children (rather than the hurtful effect of rude and embarrassing posts or texts has on their children).
In preventing cyberbullying via social media, schools can work with the parents to stop and remedy cyberbullying situations. All schools need to amend policies against bullying to include social media (as well as the internet more generally and text messaging abuse), with training for teachers and pupils on handling it. Unfortunately there is no ‘one size fits all’ solution as there are many different forms of cyberbullying. However, there are a number of basic things that parents can do. As with other types of bullying it is important for parents to listen to their child and react with sympathy even when it is online in sites like Facebook. If you are a parent like me, you can try the following tips to help keep your child safe as you can from cyberbullying:
- Get your son or daughter to show you any offensive or abusive post they’ve received and keep a record of them as evidence.
- Tell your child never to respond to any abusive post as this is often what the bully wants the victim to do.
- Tell your son or daughter to avoid giving their name, email address or mobile phone number on social networking sites to people outside their trusted circle of family and friends.
- Try to identify the individual doing the cyberbullying.
- Consider contacting the cyberbully’s parents. Their parents may be very concerned to learn that their child has been cyberbullying others in social networking sites, and may be able put a stop to it.
- Change email address or mobile number if the cyberbullying continues.
- Where possible, use blocking software to prevent the cyberbully getting abusive material through in the first place.
- Even if the cyberbully is anonymous – using a fake name or someone else’s identity for example – there may be a way to track them through your service provider.
- Report any cyberbullying to your child’s school, the service provider and/or the site moderator.
- If all else fails, contact the police – especially if it involves threats of violence, extortion, obscene or harassing messages or pornography.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Adrian, A. (2010). Beyond griefing: Virtual crime. Computer Law and Security Review, 26, 640-648.
Griffiths, M.D. (2009). Cyberbullying – what to do if your child is targeted and tormented. Nottingham Evening Post, March 31, pp.14-15.
Griffiths, M.D. (2013). Why do people turn nasty [in social media]?. Nottingham Post, June 28, p.8.
Griffiths, M.D. (2014). Adolescent trolling in online environments: A brief overview. Education and Health, 32, 85-87.
Herring, S., Job-Sluder, K., Scheckler, R. & Barab, S. (2002). Searching for safety online: Managing “Trolling” in a feminist forum. The Information Society, 18, 371-384.
Millman, C., Whitty, M., Winder, B. & Griffiths, M.D. (2012). Perceived criminality of cyber-harassing behaviours among undergraduate students in the United Kingdom. International Journal of Cyber Behavior, Psychology and Learning, 2(4), 49-59.
Rice, L. (2013). It’s time for more Lolz NOT trolls. vinspired, January 13. Located at: https://vinspired.com/its-time-for-more-lolz-not-trolls
Shachaf, P. & Hara, N. (2010). Beyond vandalism: Wikipedia trolls. Journal of Information Science, 36(3), 357-370.
Thacker, S. & Griffiths, M.D. (2012). An exploratory study of trolling in online video gaming. International Journal of Cyber Behavior, Psychology and Learning, in press.
Widyanto, L., & Griffiths, M. D. (2011). An empirical study of problematic internet use and self-esteem. International Journal of Cyber Behaviour, Psychology and Learning, 1(1), 13-24.
Willard, N. (2006). Cyberbullying and cyberthreats: responding to the challenge of online social cruelty, threats, and distress. Center for Safe and Responsible Internet Use.
For whom the hell trolls: Harassment in online gaming
Posted by drmarkgriffiths
Trolling is an online phenomenon that people may witness without necessarily knowing what it is. The term “troll” appears to have originated from a method of fishing, where one would fish by trailing a baited line behind a boat. However, many internet users often use the description of being a troll as a mythological creature that hides under bridges, waiting for an opportunity to pounce. With the latter definition, one can see the comparison with the modern day world with hiding under bridges being the online world waiting for an opportunity that may warrant a troll to take action. With the first definition, it is clear that casting a baited line as a form of provoking individuals into some form of emotional response.
Trolling appears to be a variably defined concept, with multiple definitions existing. It appears to have been first reported in 1999 by Dr. Judith Donath who argued that “trolling is a game about identity deception”, which suggests that a troll’s personal opinion is often avoided during the act. According to Dr Susan Herring and her colleagues, trolling comprises “luring others into often pointless and time-consuming discussions”. In a 2010 paper, Lochlan Morrissey expanded this even further by saying “trolling is an utterer producing an intentionally false or incorrect utterance with high order intention [the plan] to elicit from recipient a particular response, generally negative or violent”. Thus, it appears trolling is an act of intentionally provoking and/or antagonising users in an online environment that creates an often desirable, sometimes predictable, outcome for the troll. Morrissey also states that trolling is a complex intentional act, that some may consider an art. On the other hand, others have included trolling as a form of cyberbullying.
To date, there has been very little empirical research into online trolling, with only two key studies being documented before we carried out our own research (but more of that later). The first of these was published by Dr. Pnina Shachaf and Dr. Norika Hara in the Journal of Information Science, and examined trolling in the context of Wikipedia. The second study by Susan Herring and her colleagues focused on trolling in feminist forums. Despite the lack of research, some key findings have emerged. Firstly, Herring’s study identified three types of messages sent by trolls. These were (i) messages from a sender who appears outwardly sincere, (ii) messages designed to attract predictable responses or flames, and (iii) messages that waste a group’s time by provoking futile argument. From this, it is apparent that trolling often merges with several other online behaviours. They pointed out that a troll is an online user that can be uncooperative, that seeks to confuse and deceive and can be a flamer by using insults.
Shachaf and Hara’s study on trolling within Wikipedia revealed that the main reasons for trolling were boredom, attention seeking, and revenge. Furthermore, they regarded Wikipedia as an entertainment venue, and found pleasure from causing damage to it and the people who used the site. Herring’s paper argued that it is non-mainstream environments that are especially vulnerable (such as forums) as they “provide a new arena for the enactment of power inequities such as those motivated by sexism, racism, and heterosexism”. Due to this, one could suggest that trolling is a behaviour that is facilitated and possibly exacerbated by the anonymity of the internet.
Many authors have argued that relative anonymity facilitates disinhibition, resulting in flaming and harassment. This online disinhibition effect is well established in the literature (particularly in a 2004 paper in the journal CyberPsychology and Behavior by Dr. John Suler). As a 2011 paper on internet addiction by Dr. Laura Widyanto myself noted, the internet “might lead to disinhibition, whereby individuals feel more confident as they are protected by their anonymity”. Therefore, internet users have an opportunity to present themselves differently online. From this, the opportunity for trolling is undeniably present as Widyanto and myself make clear, “the internet provides anonymity, which removes the threat of confrontation, rejection and other consequences of behaviour”. This allows individuals to behave online in ways that they would not normally do in the offline world.
Research suggests that anonymity, which is naturally characterised by the internet, may affect a person’s self-esteem. Self-esteem has been consistently associated as an important determinant of adolescent mental health with lower self-esteem being linked to depression and increased levels of anxiety. Therefore, it has been claimed that high self-esteem is psychologically healthy. However, online interactions allow an individual to represent a different self, leading to increased feelings of self-worth and therefore be more psychologically healthy.
However, research into online trolling had not established any association between the effects of trolling and self-esteem, and was one of the main reasons we carried out our own research into the topic. There is quite a lot of research into self-esteem and more general internet use. For instance, research indicates that individuals with low self-esteem prefer to communicate with others through the internet, such as emails, rather than face-to-face. It has also been found that general internet use increases self-esteem, and some research has indicated that video game use decreases self-esteem. This suggests that the internet can be used as a form of social interaction that positively affects self-esteem for those with considerably low self-esteem. However, given the evolution of online gaming in recent years, the effect of self-esteem while playing online video games where social interaction (including trolling) can occur is relatively unknown.
Until recently, trolling had never been studied in an online video game context and there is still little empirically known about it in the most general sense of the term. Trolling often merges other online behaviours such as flaming. Dr. Angela Adrian (in a 2010 issue of Computer Law and Security Review) offers limited, albeit useful, insight into how an individual may troll during online gaming. Adrian names those who enact such behaviour as “griefers”, a term used on those who try to ruin a gaming experience, often by team-killing or obstructing objectives. It could be that griefing is one such behaviour used during trolling in the context of an online video game. Furthermore, given the evolution of online gaming, it is possible that the behaviour of trolling has evolved to fit into the context in which the trolling is being used in (e.g., online forums, Wikipedia, video games), and therefore, contains many other online behaviours that are used to disrupt others’ gaming enjoyment.
Given the little psychological research that had been conducted beyond the fact that it exists Scott Thacker and myself carried out a study to examine the (i) frequency of trolling, (ii) type and reasons for trolling and (iii) the effects trolling may have on self-esteem. Using an online survey, a self-selected sample of 125 gamers participated in our study. Our results showed that trolls tended to play longer gaming sessions. Frequent trolls were significantly younger and male. Types of trolling included griefing, sexism/racism, and faking/intentional fallacy. Reasons for trolling included amusement, boredom, and revenge. Witnessing trolling was positively associated with self-esteem, whereas experiencing trolling was negatively associated. Experience of trolling was positively correlated with frequency of trolling. Although the study used a self-selecting sample, the results appear to provide a tentative benchmark into video game trolling and its potential effects on self-esteem.
Our study has many limitations that need to be taken into account. Firstly, due to the nature of questionnaire design and it being self-report, it may be open to social desirability effects (i.e., participants may answer differently to represent a different self) and any of the other known problems with self-report methods (e.g., unreliable memory and recall biases, etc.). Another major limitation was that the sample was self-selecting and modest in size. This raises questions into its relative generalizability. Despite these limitations, our exploratory study appears to provide several key findings that now provide a preliminary benchmark into video game trolling where there was no previous research. Moreover, it expands the neglected research into online trolling and offers areas and directions for future research.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Additional input: Scott Thacker
Further reading
Adrian, A. (2010). Beyond griefing: Virtual crime. Computer Law and Security Review, 26, 640-648.
Donath, J. S. (1999). Identity and deception in the virtual community. In M. A. Smith and P. Kollock (Eds.), Communities in cyberspace (pp. 29–59). London: Routledge.
Herring, S., Job-Sluder, K., Scheckler, R. & Barab, S. (2002). Searching for safety online: Managing “Trolling” in a feminist forum. The Information Society, 18, 371-384.
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Posted in Compulsion, Computer games, Cyberpsychology, Gender differences, I.T., Obsession, Online gaming, Psychology, Social Networking, Sociology, Technological addiction, Technology, Video game addiction, Video games
Tags: Cyberbullying, Cyberpsychology, Flaming, Online abuse, Online behaviour, Online disinhibition, Online etiquette, Online gaming, Online harassment, Trolling, Video games