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Totally hooked: Angling, gambling, and ‘fishing addiction’
A few days ago, I published a short paper with Dr. Michael Auer examining the concept of ‘fishing addiction’ and the similarities with gambling addiction in the Archives of Behavioral Addiction. Fishing and gambling are two activities that on the surface do not appear to have much in common with each other. For many people, they are both simply leisure activities and this is where the similarities stop.
So in what ways are fishing and gambling similar? In the broadest of senses, gambling and fishing are not too dissimilar. As Dr. Gary Smith and his colleagues noted in a 2003 report, the word ‘gambling’ in day-to-day language has broad currency and can describe a number of activities such as “farming, fishing, searching for oil, marriage or even crossing a busy street”. More specifically, in a 2011 chapter on stress among fisherman, Dr. Richard Pollnac and colleagues noted that “a fisher is basically gambling every time he/she goes out fishing” and that like gambling “production per fishing trip is highly variable and relatively unpredictable”. An earlier 2008 paper by Pollnac and John Poggie highlighted that marine fishing as an occupation is of a relative risky nature and state that it attracts and holds individuals manifesting an active, adventurous, aggressive and courageous personality – attributes that arguably apply to some types of competitive gamblers, such as poker players.
According to a 2013 online article by Dr. Per Binde (2013), who describes himself as a gambling researcher that enjoys fishing in his spare time, gambling and fishing have many similarities “especially if you consider bait casting (spinning) in relation to repetitive forms of gambling, such as slot machines”. A 2013 online article by Whitney James (2013) has also made a similar observation that “pulling a penny slot is like casting your line. It doesn’t take a lot of effort but the payout is sometimes sweet”. In fact, both Binde and James have noted a number of distinct similarities and the list below combines these along with some of our own observations:
- In both activities, the participant repeats the same behaviour over and over again in the hope that they will attain something of material value.
- Both activities lead to mood modifying experiences and can be both relaxing and exciting.
- Both activities can result in the person forgetting about time and engaging in the activity for much longer than the person originally intended (because of the escape-like qualities of engaging in the activity).
- Both activities involve ‘near misses’ that reinforce the behaviour (or as Dr. Binde says “one reel symbol slightly out of place for a jackpot; bites and nibbles of fish that does not get hooked”).
- Success in either activity may be a combination of skill and chance, and winning or catching a fish give the individuals concerned a sense of achievement and mastery. Furthermore, the person engaging in these activities may not be able to differentiate between what was skill and what was chance (or as Dr. Binde says: “was my choice of bait successful or was it just luck that I caught a big fish?”).
- In both activities, the ‘availability bias’ comes into play. More specifically, the few big successes (i.e., catching a really big fish or winning a large amount of money) are highly memorable while all the many other occasions when the person lost all their money or caught nothing are easily forgotten.
- In both activities, superstitious rituals are commonplace (wearing a ‘lucky’ cap, spitting on the lure, etc.). As I noted in a 2005 paper I co-wrote with Carolyn Bingham in the Journal of Gambling Issues, there are certain groups within society who tend to hold more superstitious beliefs than what may be considered the norm including sportsmen, actors, miners, fishermen, and gamblers.
- In both activities, when things are not going right (i.e., not winning, not catching any fish), the person then tries the same thing somewhere else (a gambler changes table or slot machines, or goes to a new gaming venue; a fisherman changes his bait or tries another place in the river or a new river entirely).
- In both activities, one win or one fish caught is never enough.
- Both activities are potentially addictive (“ask either addict’s wife and they will confirm” said Whitney James).
- In both activities, families forgive the person if they bring something home with them (i.e., winnings or fresh fish).
- Finally, (and somewhat tongue-in-cheek) both activities (according to Whitney James) “are better with a drink in hand”.
Another similarity is that both activities can prove an expensive pastime. While this could be said comparing any two leisure activities, in a 2004 qualitative interview study of seven male high frequency betting shop gamblers published in the journal Addiction Research and Theory, Dr. Tom Ricketts and Ann Macaskill, the gamblers justified the amount spent on gambling by contrasting the amount they spent on other leisure pursuits like fishing. As one gambler said: “Like some people go fishing…and that costs a lot more than what it does with gambling. So that’s the way I see it, really, you pay for your hobbies”.
Another qualitative interview study of seven male online poker players by myself and Dr. Adrian Parke in a 2012 issue of Addiction Research and Theory highlighted that some of the players use fishing analogies to describe their card play. It emerged clearly from one interview that a player could profit in both offline and online forms of gambling by manipulating various forms of information technology. As the authors noted:
“The significance of this belief was moderated in the sense that although participants professed that such profitable control was indeed possible, they indicated that there were also negative consequences of gambling in a controlled and profitable manner. This profitable, yet restricted form of gambling was described by one participant as ‘trawling’, highlighting the demanding and onerous nature of the activity… The use of the term ‘trawling’ for such forms of controlled gambling conveys an impression that is similar to commercial sea fishing (i.e. not only is it an arduous task but also several external factors influence profitability such as luck)”.
Dr. Binde also claimed that it is unsurprising that individuals that want to cease their excessive gambling often find sport fishing a suitable ‘substitution’ leisure activity. He then goes on to argue that fisherman only risk losing time rather than money but then adds:
“Sport fishing gear may cost a bit and fishermen may get the idea that better gear would make fishing more successful. There are people, however, who have problems controlling the extent of their sport fishing and who perceive it as a kind of addiction”.
A 2009 online article by R. Pendleton draws similarities between fishing tournaments in Hawaii and poker tournaments. He cites Dr. Marc Miller, a cultural anthropologist and professor at the University of Washington, who theorized that there are four phases of tournament fishing that correspond to those found in gambling.
“The first phase is ‘squaring off’, which begins when the anglers board their boat, choose their tackle and the area they intend to fish, and go steaming off to the grounds. It is rather like the gambler with a handful of chips checking out the gaming tables, he noted, but it abruptly ends when the lines hit the water. The second is the determination phase, Miller said. Like the gambler’s blackjack table, this is where the action is. The angler is fishing and fate is in charge. It only ends when the ‘stop fishing’ signal is given. The angler enters the third phase – ‘the disclosure’ – when the fishing is over. Again like the gambler’s hand of cards, it is time for the fisherman to put his catch up for weighing and judging – to finally show what he’s got. Finally comes the ‘settlement phase’ of tournament fishing when the angler’s score is posted and the results are compared with the other fishermen in the contest, rather like when the gambler must settle up with the dealer”.
As far as I am aware, there has never been a study of ‘fishing addiction’ in the psychological literature although there are a few references to it and/or compulsive fishing. Similar to Whitney James’ observation above about wives knowing if their husbands are addicted to fishing or gambling, the 2008 paper by Pollnac and Poggie noted that:
“A commercial crabber from Alaska said, ‘As any fisherman’s wife will tell you, fishing is an addiction. And for commercial fishermen, consider it a gambling addiction’ (Arnold 2006). This is an insightful observation, fishing is like an addiction, and most fishermen would do anything to avoid the potentially painful withdrawal symptoms”.
Bill Glasser, author of the 1976 book Positive Addiction, noted that fishing was one of many ‘positive addictions’ in a later (2012) paper on the topic (in the Canadian Journal of Counselling and Psychotherapy). More specifically, he claimed that he had heard numerous stories from many different individuals claiming they were ‘positively addicted “to a variety of activities such as swimming, hiking, bike riding, yoga, Zen, knitting, crocheting, hunting, fishing, skiing, rowing, playing a musical instrument, singing, dancing, and many more”. Glasser argued that activities such as jogging and transcendental meditation were positive addictions and were the kinds of activity that could be deliberately cultivated to wean addicts away from more harmful and sinister preoccupations. He also asserted that positive addictions must be new rewarding activities that produce increased feelings of self-efficacy.
Glasser’s (1976) own criteria for positive addictions are that the activities must (i) be non-competitive and needing about an hour a day, (ii) be easy, so no mental effort is required, (iii) be easy to be done alone, not dependent on people, (iv) be believed to be having some value (physical, mental, spiritual), (v) be believed that if persisted in, some improvement will result, and (iv) involve no self-criticism. Although ‘fishing addiction’ arguably meets these criteria, I argued in a 1996 paper in the Journal of Workplace Learning that Glasser’s criteria have little to with accepted criteria for addictive behaviour such as salience, mood modification, tolerance, conflict, withdrawal, loss of control, and relapse. Therefore, although Glasser believes that addiction to fishing is a positive addiction, I would argue that ‘fishing addiction’ using Glasser’s criteria is not really an addiction.
In an online article on ‘The psychology of fishing addiction’ (In The Bite, 2014), addiction psychotherapist Alexandria Stark asserted that although fishing addiction was not recognized in the psychiatric community, the American Psychiatric Association’s criteria of Gambling Disorder in the DSM-5 could be adapted to screen for whether someone is a fishing addict. Additionally, a 2007 paper in the journal Parkinsonism and Related Disorders by Dr. Andrew McKeon and colleagues reported seven case studies of “unusual compulsive behaviors” following treatment for Parkinson’s disease with dopamine agonist therapy. One of the seven cases was a 48-year-old man who had been diagnosed with Parkinson’s disease at the age of 43 years and was taking daily doses of levodopa [300mg], ropinirole [24mg] and selegeline [5mg]. It was reported that the man suddenly “developed an intense interest and fascination with fishing” even though he had little prior interest in the activity. His wife reported that her husband was fishing incessantly for day after day, and that even though he caught nothing his interest in fishing did not diminish.
Pollnac and Poggie who have carried out lots of research into professional fisherman have speculated that professional fisherman and gamblers may have similar personality types and similar biological pre-dispositions. They speculated that if professional fisherman had not had gone into the fishing profession, they may have ended up as drug addicts or gambling addicts. More specifically, they noted that:
“The possible existence of a genetic component related to an active, adventurous, aggressive, and courageous personality type should not be surprising. Fishermen manifesting this personality type are more successful as would be the hunters and gatherers who provided sustenance for human populations through most of the time humans have been on earth. This genetic component, which would have been advantageous for early humans, served us well, but when it was no longer needed, its frequency in human populations probably started a slow decline. It still exists, however, and those lucky (or unfortunate) to have it have to find other outlets for their need for novelty and adventure – risky sports and high stakes gambling, recreational hunting, marine sport fishing, and risky jobs like firefighting, policing, futures trading in the stock market, etc. Those who do not find other outlets or who may be misguided turn to self destructive behavior such as addictive gambling, crime (high risk) and substance abuse (LeGrand et al. 2005). Fortunately for fishermen, the occupation of fishing, a risky occupation, can provide a certain level of adventure accompanied by various risks and hence, serve as a socially acceptable outlet for their need for action and adventure while increasing their levels of satisfaction and happiness”.
In our just published paper, we visited various online discussion forums dedicated to fishing (e.g., Big Fish Tackle [www.bigfishtackle.com] and Angling Addicts [http://www.anglingaddicts.co.uk]) and located a number of fishermen that claimed their fishing was an addiction and/or had addiction-like properties (a selection of self-reports that we found are published in the paper). We argued that these self-reports have existential value and provide informal data that could be more formally investigated in future studies. In one of our cases, the individual was totally preoccupied by fishing even though he was not fishing every day (in fact, twice a week maximum). He thought about fishing all the time and it appeared to be the single most important thing in his life. If he couldn’t actually fish he was watching online fishing videos, watching fishing television programmes, playing fishing videogames, or on online fishing forums. Here, the individual appeared to display cross-tolerance (i.e., when unable to fish he engaged in other fish-related activities such as playing a fishing videogame). The only activity that made him want to get out of bed was fishing. The description of his behaviour is arguably one of the best working definitions of salience that you could find. For want of a better word, he was totally obsessed with fishing.
In another case, fishing was actually described by the individual as an addiction and that his wife made him cut back on his fishing. The way he overcame his urge to fish was to get a job that involved fishing which not only met his fishing needs but resolved the conflict in his relationship as his wife no longer cared that he was fishing every day when it became his full-time job. In another case, the individual described withdrawal symptoms if he was unable to fish and that he got “the shakes” if he was unable to fish, similar to an alcoholic who gets the shakes (i.e., delirium tremens) when unable to drink. Another case specifically described fishing in extreme cases as an addiction and something that has been with him (and will be with him) for life.
A further case described fishing as an addiction and how he first got involved with fishing (i.e., being in Florida near water meant that fishing excursions were readily and easily available). He provided an example of relapse in that he had been able to give up fishing for a period in his life (because there was no opportunity for his to fish), only for it to return at a later point. Another case likened fishing to drug use and that once someone had tried fishing they have to go back for more. For want of a better word they become ‘hooked’ (no pun intended but another linguistic example of the association between fishing and addiction).
One individual described how he was given an ultimatum by his wife, and as a consequence, he chose fishing over the relationship. Obviously his fishing was causing relationship problems and when it came to make a decision, he decided he loved fishing more than his wife and can now fish whenever he wants without his ex-wife interfering or passing negative comment on his desire to fish. By removing his wife from his day-to-day activity, the fishing presumably became a non-problematic behaviour. Another individual described fishing as an activity that has become constant in his life and was not just a phase that they are going through.
In a nutshell, our paper attempted to examine whether – in extreme cases – fishing could be characterised as an addiction, and also attempted to argue that there are many commonalities between excessive fishing and another behavioural addiction (i.e., gambling addiction). It does appear to have addiction-like properties and that some fishers describe their fixation on fishing as an addiction akin to problematic drug use and/or gambling. However, our paper didn’t argue that fishing addiction exists, just that some people (including fishers themselves) conceptualise their excessive behaviour as an addiction and that a few scholars have asserted that in extreme cases, fishing may be a behaviour that can be potentially addictive.
Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Arnold, C. 2006. A crabbers’ life. National Fisherman 87, 6, 22-25.
Binde, P. (2013). Fishing and gambling. The Anthropology of Gambling, August 31. Retrieved August 1, 2016, from: http://ongambling.org/fishing-and-gambling (last accessed May 15, 2015)
Glasser, W. (1976), Positive Addictions. New York, NY: Harper & Row.
Glasser, W. (2012). Promoting client strength through positive addiction. Canadian Journal of Counselling and Psychotherapy, 11(4), 173-175.
Griffiths, M.D. (1996). Behavioural addictions: An issue for everybody? Journal of Workplace Learning, 8(3), 19-25.
Griffiths, M.D. (2005). A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191-197.
Griffiths, M.D. & Auer, M. (2019). Becoming hooked? Angling, gambling, and ‘fishing addiction’. Archives of Behavioral Addiction, 1(1), .
Griffiths, M.D. & Bingham, C. (2005). A study of superstitious beliefs among bingo players. Journal of Gambling Issues, 13. Retrieved August 1, 2016, from http://jgi.camh.net/doi/full/10.4309/jgi.2005.13.7 (last accessed May 15, 2015)
In The Bite (2014). The psychology of fishing addiction. July 15. Retrieved August 1, 2016, from: http://www.inthebite.com/2014/07/the-psychology-of-fishing-addiction/ (last accessed May 15, 2015)
James, W. (2013). 8 reasons fishing is like gambling. Handwritten [Personal Blog]. Retrieved August 1, 2016, from http://whitneyljames.tumblr.com/post/52146316443/8-reasons-fishing-is-like-gambling (last accessed May 15, 2015)
McKeon, A., Josephs, K. A., Klos, K. J., Hecksel, K., Bower, J. H., Michael Bostwick, J., & Eric Ahlskog, J. (2007). Unusual compulsive behaviors primarily related to dopamine agonist therapy in Parkinson’s disease and multiple system atrophy. Parkinsonism and Related Disorders, 13(8), 516-519.
Parke, A., & Griffiths, M. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20(3), 250-260
Pendleton, R. (2009). Fishing is Hawaii’s legalized gambling. The Examiner, April 29. Retrieved August 1, 2016, from http://www.examiner.com/article/fishing-is-hawaii-s-legalized-gambling
Pollnac, R. B., Monnereau, I., Poggie, J. J., Ruiz, V., & Westwood, A. D. (2011). Stress and the occupation of fishing. In Langan-Fox, J. & Cooper, C.L. Handbook of Stress in the Occupations, 309-321. Cheltenham: Edward Elgar Publishing Ltd.
Pollnac, R. B., & Poggie, J. J. (2008). Happiness, well-being, and psychocultural adaptation to the stresses associated with marine fishing. Human Ecology Review, 15(2), 194
Prattis, J. I. (1973). Gambling, fishing and innovation – a cross situational study of decision making. International Journal of Comparative Sociology, 14(1-2), 76-88.
Ricketts, T., & Macaskill, A. (2004). Differentiating normal and problem gambling: A grounded theory approach. Addiction Research & Theory, 12(1), 77-87.
Smith, G. J., Wynne, H. J., & Hartnagel, T. F. (2003). Examining police records to assess gambling impacts: A study of gambling-related crime in the City of Edmonton. Edmonton: Alberta Gaming Research Institute
(Loot) boxing clever? Has child and adolescent problem gambling really risen in the UK?
A couple of months ago, teenage gambling was grabbing the media headlines. The UK Gambling Commission published its annual statistics showing that based on a self-report survey of 2865 children and adolescents aged 11-16 year-olds, that the prevalence of problem gambling had risen to 1.7% (2% for boys and 1.3% for girls) compared to 0.4% in 2016 and 0.9% in 2017. This lead to predictable headlines such as “Number of child gamblers quadruples in just two years”.
I’ve been researching adolescent gambling for over three decades and was the topic for my first two books in 1995 and 2002. While the figures were concerning, the good news is that the prevalence of adolescent problem gambling has been on the decline in the UK over the past 20 years. For instance, the prevalence of adolescent problem gambling back in 2000 was approximately 5% but by 2016 was less than one-tenth of that. The rise over the past two years is a potential worry although the Gambling Commission’s ‘technical annex’ report about the methodology used to collect the data for the latest survey did suggest that one of the main reasons for the significant increase in problem gambling was likely due to a change in the way data were collected.
In short, the filtering questions in the latest study were changed (so that they more matched the adult gambling prevalence surveys that are carried out) which lead to a doubling of teenagers completing the problem gambling screen that was used to assess problem gambling (18% completing the problem gambling screen in 2017 compared to 34% in 2018). However, it is still worth noting that using the same methodology, there was more than a doubling of adolescent problem gambling from 2016 to 2017 (0.4% to 0.9%).
If there has been a genuine increase in adolescent problem gambling over the past couple of years, I think one of the main factors in this is the playing of simulated gambling games (or gambling-like activities such as the buying of loot boxes) in video games. The Gambling Commission’s report noted that 13% had played gambling-style games online, and that 31% had accessed loot boxes in a videogame or app, to try to acquire in-game items.
The buying of loot boxes takes place within online videogames and are (in essence) virtual games of chance. Players use real money to buy virtual in-game items and can redeem such items by buying keys to open the boxes where they receive a chance selection of further virtual items. Other types of equivalent in-game virtual assets that can be bought include crates, cases, chests, bundles, and card packs. The virtual items that can be ‘won’ can comprise basic customization (i.e., cosmetic) options for a player’s in-game character (avatar) to in-game assets that can help players progress more effectively in the game (e.g., gameplay improvement items such as weapons, armour). All players hope that they can win ‘rare’ items and are often encouraged to spend more money to do so because the chances of winning such items are minimal. Many popular videogames now feature loot boxes and these require the paying of real money in exchange for a completely random in-game item.
At present, the UK Gambling Commission does not consider loot boxes as a form of gambling because (they claim) the in-game items have no real-life value outside of the game. However, this is not the case because there are many websites that allow players to trade in-game items and/or virtual currency for real money. The Gambling Commission appears to acknowledge this point and claim that the buying of in-game loot boxes (and their equivalents) are not gambling but, if third party sites become involved (by allowing the buying and selling of in-game items), the activity does become a form of gambling. Personally, I view the buying of loot boxes as a form of gambling, particularly because the ‘prizes’ won are (in financial terms) often a lot less than that of the price paid.
A study published in the journal PLoS ONE claimed they had evidence for a link between the amount that videogame players spent on loot boxes and problem gambling severity in a large survey of 7422 gamers. The paper concluded that:
“This link was stronger than a link between problem gambling and buying other in-game items with real-world money…suggesting that the gambling-like features of loot boxes are specifically responsible for the observed relationship between problem gambling and spending on loot boxes”
However, this evidence is correlational not causal. I’ve also cited empirical research in my academic papers that engaging in simulated gambling within videogames is a risk factor for both gambling with real money and problem gambling. In November 2018, the Mail on Sunday (MoS) published some of my concerns after they interviewed me about the issue of simulated gambling in online videogames. Although no real money is staked, I have argued that such activities normalize gambling for children and that such activities behaviourally condition children towards gambling.
The MoS claimed that I said that children should be banned from playing online games such as Candy Crush. What I actually said was that children should be prohibited from engaging in gambling simulations within videogames. Candy Crush now features a gambling-type element in the form of a ‘wheel of fortune’ type game (which has also been used in other videogames like Runescape and which I have also argued are gambling when players have to pay to spin the wheel) and that children should be prohibited from accessing such gambling-like features. There is no evidence that the playing of Candy Crush causes problematic behaviour but the playing of simulated gambling-type games has been shown to be a risk factor for problem gambling among adolescents.
The question as to whether there has been a genuine increase in problem gambling among children and adolescents cannot be answered from the Gambling Commission’s latest report but based on other pieces of research there does appear to have been a slight rise over the past couple of years.
(Please note that a different version of this article was first published in The Conversation).
Dr. Mark Griffiths, Distinguished Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Calado, F., Alexandre, J. & Griffiths, M.D. (2017). Prevalence of adolescent problem gambling: A systematic review of recent research. Journal of Gambling Studies, 33, 397-424.
Calado, F. & Griffiths, M.D. (2016). Problem gambling worldwide: An update of empirical research (2000-2015). Journal of Behavioral Addictions, 5, 592–613.
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. (2008). Adolescent gambling in Great Britain. Education Today: Quarterly Journal of the College of Teachers. 58(1), 7-11.
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. (2018). Is the buying of loot boxes in videogames a form of gambling or gaming? Gaming Law Review, 22(1), 52-54.
Griffiths, M.D. & King, R. (2015). Are mini-games within RuneScape gambling or gaming? Gaming Law Review and Economics, 19, 64-643.
Griffiths, M.D. & Parke, J. (2010). Adolescent gambling on the Internet: A review. International Journal of Adolescent Medicine and Health, 22, 59-75.
Eyes on the prize: Is the buying of loot boxes in videogames a form of gambling?
The buying of loot boxes takes place within online videogames and are (in essence) virtual games of chance. Players use real money to buy virtual in-game items and can redeem such items by buying keys to open the boxes where they receive a chance selection of further virtual items. Other types of equivalent in-game virtual assets that can be bought include crates, cases, chests, bundles, and card packs. The virtual items that can be ‘won’ can comprise basic customization (i.e., cosmetic) options for a player’s in-game character (avatar) to in-game assets that can help players progress more effectively in the game (e.g., gameplay improvement items such as weapons, armor). All players hope that they can win ‘rare’ items and are often encouraged to spend more money to do so because the chances of winning such items are minimal. Many popular videogames now feature loot boxes (or equivalents) including Overwatch, Middle-earth: Shadow of War, Star Wars Battlefront 2, FIFA Ultimate Team, Mass Effect: Andromeda, Fortress 2, Injustice 2, Lawbreakers, Forza Motorsport 7, and For Honor. In short, all of these require the paying of real money in exchange for a completely random in-game item. In an interview with Eurogamer, psychologist Jamie Madigan said:
“Whenever you open [a loot box], you may get something awesome (or you may get trash). This randomness taps into some of the very fundamental ways our brains work when trying to predict whether or not a good thing will happen. We are particularly excited by unexpected pleasures like a patch of wild berries or an epic skin for our character. This is because our brains are trying to pay attention to and trying to figure out such awesome rewards. But unlike in the real world, these rewards can be completely random (or close enough not to matter) and we can’t predict randomness. But the reward system in your brain doesn’t know that. Buying [loot boxes] puts them into the same category of packs of Pokémon cards or baseball cards. Unlike gambling in a casino, you’re going to get something out of that pack. Maybe just not the thing you wanted”.
Although there are many definitions in many disciplines defining gambling, there are a number of common elements that occur in the majority of gambling instances that distinguish ‘true’ gambling from mere risk-taking. These include: (i) the exchange is determined by a future event, which at the time of staking money (or something of financial value) the outcome is unknown, (ii) the result is determined (at least partly or wholly) by chance, (iii) the re-allocation of wealth (i.e., the exchange of money [or something of financial value] usually without the introduction of productive work on either side, and (iv) losses incurred can be avoided by simply not taking part in the activity in the first place. Added to this it could be argued that the money or prize to be won should be of greater financial value than the money staked in the first place. Based on these elements, the buying of loot boxes (or equivalents) would be classed as a form of gambling, as would other activities such as the Treasure Hunter and Squeal of Fortune games within the Runescape videogame and online penny auctions (which I have argued in previous papers – see ‘Further reading’).
In the UK Gambling Commission’s most recent (March 2017) position paper on virtual currencies and social casino gambling noted:
“One commonly used method for players to acquire in-game items is through the purchase of keys from the games publisher to unlock ‘crates’, ‘cases’ or ‘bundles’ which contain an unknown quantity and value of in-game items as a prize. The payment of a stake (key) for the opportunity to win a prize (in-game items) determined (or presented as determined) at random bears a close resemblance, for instance, to the playing of a gaming machine. Where there are readily accessible opportunities to cash in or exchange those awarded in-game items for money or money’s worth those elements of the game are likely to be considered licensable gambling activities [Section 3.17]…Additional consumer protection in the form of gambling regulation, is required in circumstances where players are being incentivised to participate in gambling style activities through the provision of prizes of money or money’s worth. Where prizes are successfully restricted for use solely within the game, such in-game features would not be licensable gambling, notwithstanding the elements of expenditure and chance [Section 3.18]”.
Consequently, the UK Gambling Commission does not consider loot boxes as a form of gambling because (they claim) the in-game items have no real-life value outside of the game. However, this is not the case because there are many websites that allow players to trade in-game items and/or virtual currency for real money. The Gambling Commission appear to acknowledge this point and claim that the buying of in-game loot boxes (and their equivalents) are not gambling but if third party sites become involved (by allowing the buying and selling of in-game items), the activity does become a form of gambling. As Vic Hood (in a 2017 article in Eurogamer) rightly notes, this appears to be a case of the law struggling to keep pace with technology. There are also issues surrounding age limits and whether games that offer loot boxes (or equivalents) should be restricted to those over the age of 18 years.
Predictably, those in the videogame industry do not view the buying of loot boxes as gambling either. For instance, Dirk Bosmans (from PEGI [Pan European Game Information], the European-based videogame rating organization) stated in a recent interview with Eurogamer that:
“Loot crates are currently not considered gambling: you always get something when you purchase them, even if it’s not what you hoped for. For that reason, a loot crate system does not trigger the gambling content descriptor. If something is considered gambling, it needs to follow a very specific set of legislation, which has all kinds of practical consequences for the company that runs it. Therefore, the games that get a PEGI gambling content descriptor either contain content that simulates what is considered gambling or they contain actual gambling with cash payouts. If PEGI would label something as gambling while it is not considered as such from a legal point of view, it would mostly create confusion. We are always monitoring such developments and mapping consumer complaints. We see a growing need for information about specific features in games and apps (social interaction, data sharing, digital purchases), but the challenge is that such features are rapidly becoming ubiquitous in the market, yet they still come in very different shapes and sizes.”
This appears somewhat hardline given that PEGI’s descriptor of gambling content is used whenever any videogame “teaches or encourages” gambling. Such a descriptor would arguably cover gambling-like games or activities and the buying of loot boxes is ‘gambling-like’ at the very least. The same stance has been taken by the Entertainment Software Rating Board (ESRB) which rates videogames in Canada and the USA. A spokesman for the ESRB told Eurogamer that:
“ESRB does not consider [the buying of loot boxes] to be gambling because the player uses real money to pay for and obtain in-game content. The player is always guaranteed to receive something – even if the player doesn’t want what is received. Think of it like opening a pack of collectible cards: sometimes you’ll get a brand new, rare card, but other times you’ll get a pack full of cards you already have. That said, ESRB does disclose gambling content should it be present in a game via one of two content descriptors: Simulated Gambling (player can gamble without betting or wagering real cash or currency) and Real Gambling (player can gamble, including betting or wagering real cash or currency). Neither of these apply to loot boxes and similar mechanics.”
At present, there are a number of countries (mainly in South East Asia such as China and Japan) who do view the buying of loot boxes as a form of gambling and have incorporated such activities into their gambling regulation. However, most countries have either not considered regulating the buying of loot boxes at all, or (like the UK) have ruled out that buying loot boxes does not currently meet their regulatory definition of gambling. Although there has been little published in academic journals on loot boxes, a number of articles in the trade press have claimed that the buying of loot boxes can be problematic and/or addictive because they are designed using highly similar reward schedules to those used in the design of slot machines. This is something that have also pointed out in relation to similar activities to the buying of loot boxes where individuals play for points rather than money. Personally, I view the buying of loot boxes as a form of gambling particularly because the ‘prizes’ won are (in financial terms) often a lot less than that of the price paid. Obviously I am out of step in relation to the regulators in my own country, but if third party websites continue to host services where in-game virtual items can be bought and sold, the activity definitely constitutes a form of gambling by almost any definition of gambling currently used in the field of social sciences.
(N.B. This article uses material from a paper I recently published in Gaming Law Review)
Dr. Mark Griffiths, Professor of Behavioural Addiction, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Alexandra, H. (2017). Loot boxes are designed to exploit us. Kotaku, October 13. https://kotaku.com/loot-boxes-are-designed-to-exploit-us-1819457592
Avard, A (2017). Video games have a loot box fetish, and it’s starting to harm the way we play. Games Radar, October 10. Located at: http://www.gamesradar.com/loot-boxes-shadow-of-war/
Gambling Commission (2017). Virtual currencies, esports and social casino gaming – position paper. Birmingham: Gambling Commission.
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.
Griffiths, M.D. (2017). Is the buying of loot boxes in videogames a form of gambling or gaming? Gaming Law Review, 22(1), 52-54.
Griffiths, M.D. & Carran, M. (2015). Are online penny auctions a form of gambling? Gaming Law Review and Economics, 19, 190-196.
Griffiths, M.D. & King, R. (2015). Are mini-games within RuneScape gambling or gaming? Gaming Law Review and Economics, 19, 64-643.
Hood, V. (2017). Are loot boxes gambling? Eurogamer, October 12. Located at: Located at: http://www.eurogamer.net/articles/2017-10-11-are-loot-boxes-gambling
Lawrence, N, (2017). The troubling psychology of pay-to-loot systems. IGN, April 23. Located at: http://uk.ign.com/articles/2017/04/24/the-troubling-psychology-of-pay-to-loot-systems
Perks, M. (2016). Limited edition loot boxes: Problematic gambling and monetization. Cube, October 11. Located at: https://medium.com/the-cube/limited-edition-loot-boxes-problematic-gambling-and-monetization-756819f2c54f
Wikipedia (2017). Loot box (2017). Located at: https://en.wikipedia.org/wiki/Loot_box
Wiltshire, W. (2017). Behind the addictive psychology and seductive art of loot boxes. PC Gamer, September 29. Located at: http://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-of-loot-boxes/
Dispensing wisdom: ATMs on the gaming floor
The gambling industry has long been trying to perfect techniques that keep players on their premises and gambling on their games longer. In short, their aim is to introduce facilities that maximize their bottom line profits. In super-casinos around the world, restaurants are often positioned in the centre so that customers have to pass the gaming areas before and after they have eaten. Live entertainment areas for music or sporting events (e.g., boxing matches) are also positioned similarly.
This strategy is often combined with the deliberate use of circuitous paths to keep customers in the casino longer, the psychology being that if the patrons are in the casino longer they will spend more money. Large US casinos have got this down to a fine art. A number of years ago I remember going to a live music concert at the MGM Grand in Las Vegas and on entering the casino it took me a 20- to 25-minute walk past thousands of slot machines and gaming tables before I even arrived at the auditorium! Although I didn’t gamble during the 45 minutes I was exposed to the slot machines to and from the casino entrance, I did wonder how many of the thousands in the audience had succumbed at some point.
UK gambling venues are now increasingly offering other non-gambling services (such as snack facilities and live entertainment) in a bid to either attract new customers or to keep those already in the venue as long as possible. The 2005 Gambling Act allowed even more of this diversification. It is also worth noting that some forms of gambling (such as slot machines) are far more profitable than other forms (such as table games). What’s more, slot machines don’t need a croupier to deal or spin the roulette ball. This means that most casinos worldwide are now dominated by slot machines in preference to other forms of gambling (although there are places like Macao where table games are preferred over slot machines).
Two of the biggest changes that have occurred in casinos worldwide over the last 20 years that appear to aid such a ‘maximisation’ strategy are the introduction of cash machines onto the gaming floors and the introduction of note acceptors to electronic gaming machines. At a very simplistic level, facilities like these create and enhance convenience gambling.
Note acceptors are very popular in countries like US, Canada and Australia. The gaming industry argues that note acceptors are popular with customers and enhance the playing experience in that they make life a little bit easier for the punter when standing in front of a slot machine not to have to keep going to the cashier for change. However, there is a very fine line between customer enhancement and customer exploitation. Note acceptors have the capacity to increase spending in a number of direct and indirect ways. Firstly, note acceptors increase privacy for the punter. More specifically for the punter, it avoids the potential embarrassment of letting gaming staff, friends, family or even other customers know how much they are spending. Secondly, note acceptors can aid in suspending judgment whereby more cash is transferred to credit in one go. Thirdly, note acceptors minimise breaks as players do not need to leave the machine to get change. Not taking breaks minimises ‘time out’ periods where punters can think more rationally about the money they have spent. A study carried out in Canadian casinos showed that the amount initially put into a slot machine by punters was twice as high on machines that had note acceptors. Although this is only one study, it does seem to suggest that gamblers spend more when a note acceptor is present.
Like note acceptors, the introduction of automated cash dispensers onto the casino floor also increases privacy for the punter. Although studies have found that only a relatively small proportion of casino patrons seldom use cash dispensers at gambling venues, a significantly high proportion of problem gamblers do so. One study in New Zealand carried out by Professor Max Abbott found that only 2% of all adults interviewed in a national survey considered that greater access to these facilities led to an increase in their gambling. Among problem gamblers, this figure was over eight times as high at 17%.
In Australia, a study led by Professor Jan McMillen also found much greater cash dispenser usage at gambling venues by problem gamblers when compared to non-problem gamblers. They also found that problem gamblers withdrew larger amounts. Money accessed in this way was most often for the purchase of both alcohol and gambling. They concluded that convenient access to cash dispenders in gambling venues contributed to greater expenditure and was a contributory factor in the development and persistence of gambling problems.
A number of other studies have reported similar findings. Problem gamblers frequently mention that adjacent access to cash dispensers is one of the most frequently mentioned reasons for gambler’s exceeding their planned spending limit. Research has also shown that both problem and non-problem gamblers would prefer cash dispensers to be located away from gambling venues. It would seem that the only people who want cash dispensers on gambling premises are the operators themselves, mainly because they know it increases revenue.
Dr Mark Griffiths, Professor of Behavioural Addictions, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Abbott, M.W. (2007). Situational factors that affect gambling behavior. In G. Smith, D. Hodgins & R. Williams (Eds.), Research and Measurement Issues in Gambling Studies. pp.251-278. New York: Elsevier.
Friedman, B. (2000). Designing Casinos to Dominate the Competition. Reno, NV: Institute for the Study of Gambling and Commercial Gaming, University of Nevada.
Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.
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.
Lam, L.W., Chan, K.W., Fong, D. & Lo, F. (2011). Does the look matter? The impact of casino servicescape on gaming customer satisfaction, intention to revisit, and desire to stay. International Journal of Hospitality Management, 30, 558-567.
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.
McMillen, J., Marshall, D., and Murphy, L. (2004). The Use of ATMs in ACT Gaming Venues: An Empirical Study. ANU Centre for Gambling Research, Canberra.
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.
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.
“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”.
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
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.
Coming a part of the themes: The psychology of familiarity in gambling
Have you seen slot machines featuring Spiderman? Or the ones based on the Monopoly board game? Or the slots that have pictures of Lara Croft from the Tomb Raider video game? Most gaming operators will appreciate that all of these images have a strong brand presence, and that it is one of the main reasons for themed games. However, a more basic marketing tactic is being used here – the psychology of familiarity. This is used throughout the gaming industry but is most common on slot machines, online games, and scratchcards. For instance, Camelot’s scratchcards in the UK have featured film tie-ins (e.g., James Bond, Pirates of the Caribbean, Star Wars), and popular games (e.g., Connect Four).
But this wasn’t always the case. Back in the late 1980s I did some research on the names that gaming designers and operators gave their slot machines. One of the more interesting findings I reported in one of my academic papers was that over 50% of all machine names that I came across in amusement arcades had some reference to money on them (such as ‘Cashpoint’, ‘Cashline’, ‘Action Bank’, Piggy Bank’, ‘Money Belt’ etc.). Psychologically, all of these machine names gave the impression that this was where a player could get money from – not where they would lose it! Other categories of machine names included those with some reference to skill on them (‘Fruitskill’, ‘Skillchance’) suggesting that machine playing was a skillful activity and that gamblers could perhaps beat the machine. Other machines had what I called “acoustically attractive” names (Nifty Fifty, Naughty But Nice) or puns (Reel Fun, Reel Money). Since making these observations, I have always been interested in the subtle techniques that the gaming industry uses in getting the punter to play on their products. The psychology of gambling – or rather the psychology of gambling marketing – has come a long way in the last decade.
As I’ve already said, one of the techniques that the gaming industry uses (whether they realise it or not) is the psychology of familiarity. Gaming operators and marketers have realised that one weapon in their marketing armory is to design products which appear familiar before a player has ever even played on them – something that can partly be achieved through the name or theme of the slot machine. The examples I gave above showed that the names of slot machines appear to be important in impression formation. It is highly unlikely that the names of slot machines have any influence on gambling behaviour per se. However, when tied in with recent research on the psychology of familiarity, the names of machines do seem to be critically important – particularly in terms of gambling acquisition (that is, getting people to gamble in the first place).
Nowadays, slot machines are often named after a famous person (the Elvis Presley machines appear very popular in one of my local casinos), place, event, video game, board game, television show or film. Not only is this something that is familiar to the gambler but may also be something that the potential gamblers might like or affiliate themselves with (such as James Bond). This is different from a simple naming effect in that the machine’s theme may encompass the whole play of the machine, including its features, the sound effects (e.g., the theme tune to popular television programmes like Coronation Street or Eastenders), and light/colour effects. By using well-known and common themes, gamblers may be more likely to spend time and money playing them.
Some of the most popular UK slot machines are those that feature The Simpsons. There are many possible reasons why a gambler might be more likely to play on a Simpsons’ machine. The Simpsons have mass appeal and popularity across all ages and across gender. The machines are celebrity-endorsed and players may place trust in a ‘quality’ brand like The Simpsons. Gamblers may also hope that knowledge of the characters will help in the playing of the game. On a basic level, it might simply be that the game play of The Simpsons is more exciting, and that the sound effects and features are novel, cute and/or more humorous than other machines. There are many cases similar to this one where it could be speculated that the slot machine becomes so much more inducing because it represents something that is familiar and/or special to the gambler.
Familiarity is a very important psychological aspect of why themed slot machines have been more prominent over the last decade. Familiar themes have the capacity to induce a ‘psycho-structural interaction’ between the gambler and the gambling activity. This is where the gambler’s own psychology interacts with the machine’s structural characteristics and produces different consequences for each person depending upon what the feature means to them personally. If the themes are increasingly familiar, a gambler might be more likely to persevere with the complexities of a machine. Gamblers may find it more enjoyable because they can easily interact with recognizable images they experience. Therefore, the use of familiar themes may have a very persuasive effect, leading to an increase in the number of people using them, and the money they spend. Whilst there are many other aspects that influence an individual’s decision to gamble, the possible persuasive nature of the themes should not be underestimated.
As you may have already gathered, there is a strong overlap between the psychology of familiarity, branding, and the psychology of persuasion. In very simple terms, a gambler must be exposed to the product and be aware of its presence before they can even make the decision to gamble. This is relatively easy to achieve given the ubiquity of slot machines and the fact that current machines will use any number of techniques to grab a potential player’s attention. These include television or film theme tunes, bright flashing lights, and/or pictures or voices of celebrities. Once a gambler’s attention has been gained, the product must be likeable and familiar enough for them to think about gambling and wanting to interact with the machine further. Immediately familiar images and sounds are likely to lead to a much quicker decision to gamble. All which goes to show – the gaming industry knows what it is doing!
Dr. Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (1993). Fruit machine gambling: The importance of structural characteristics. Journal of Gambling Studies, 9, 101-120.
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. & Dunbar, D. (1997). The role of familiarity in fruit machine gambling. Society for the Study of Gambling Newsletter, 29, 15-20.
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.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90-106.
Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.
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.
Wood, R.T.A., Griffiths, M.D., Chappell, D. & Davies, M.N.O. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology and Behavior, 7, 1-10.
Play’s cool? Is the type of game played important in the development of gambling addictions?
Earlier today, I (and my research colleague Michael Auer) had a paper published in the journal Frontiers in Psychology arguing that the type of game that people gamble on is irrelevant in the acquisition, development, and maintenance of pathological gambling. We noted that anyone coming into the gambling studies field from a psychological perspective would probably conclude from reading the literature that problem and pathological gambling is associated with particular game types. More specifically, there appears to be a line of thinking in the gambling studies field that casino-type games (and particularly slot machines) are more likely to be associated with problem gambling than lottery-type games.
We argued that the most important factors along with individual susceptibility and risk factors of the individual gambler are the structural characteristics relating to the speed and frequency of the game (and more specifically event frequency, bet frequency, event duration and payout interval) rather than the type of game. Event frequency refers to the number of events that are available for betting and gambling within any given time period. For example, a lottery draw may occur once a week but a slot machine may allow 15 chances to gamble inside one minute. In this example, slot machine gambling has a higher event frequency than lottery gambling. Bet frequency refers to the number of bets or gambles placed in any given time period. Using lottery playing as example, Dr. Jonathan Parke and I noted in a 2007 book chapter on structural characteristics, that multiple tickets (e.g., 10 tickets) can usually be purchased as frequently as desired before any single lottery draw. In this instance, bet frequency would be equal to 10 but event frequency would be equal to 1. Therefore, event frequency can often be much lower than bet frequency and it is possible for players to spend more than they can afford even with a low event frequency.
Dr. Parke and I have stated that further empirical research is needed into the relationship between event frequency and bet frequency. This is because researchers often assume that event frequency and bet frequency have a strong relationship (i.e., the higher number of betting/gambling events – the higher the frequency of betting/gambling). However, this may not be the case.
Another important gaming parameter is event duration. This refers to how fast the event in question is (e.g., a reel spin on a slot machine might last three seconds). Here, it is important to note that duration of the betting/gambling event is different from event frequency (although they may be inextricably linked in so much as the length of a betting event will obviously limit the frequency with which they can take place). Again, Dr Parke and I noted that a betting event lasting two hours (e.g., a soccer game) could not have an event frequency greater than one in any 2-hour period but could have a betting frequency of over 100 with the advent of in-play betting.
In-play betting and gambling (which I examined in a previous blog) refers to the wagering on an event that has started but has not yet finished. This means gamblers can continue to bet on an event (e.g., a soccer or cricket match) and perhaps more importantly, adapt their bets according to how the event is progressing. For instance, in the UK, during the playing of almost any soccer match, a gambler can bet on everything from 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 the game and/or in what minute of the second half will the first free kick be awarded. What I argued in a previous blog is that ‘in-play’ gambling activities have taken what was traditionally a discontinuous form of gambling – where a gambler made one bet every weekend on the result of the game – to one where a player can gamble continuously again and again. In short, the same game has been turned from what was a low event frequency gambling activity into a potentially high frequency one (and gone from an activity that had little association with problem gambling to one where problem gambling is far more likely among excessive in-play gamblers).
Another important (and related) structural characteristic is payout interval. This is the time between the end of the betting event (i.e., the outcome of the gamble) and the winning payment (if there is one). The frequency of playing when linked with two other factors – the result of the gamble (win or loss) and the actual time until winnings are received – exploits the psychological principles of learning. This process of operant conditioning conditions habits by rewarding (i.e., reinforcing) behaviour (i.e., through presentation of a reward such as money). To produce high rates of response, those schedules which present rewards intermittently (random and variable ratio schedules) have shown to be most effective. Since a number of gambling activities (most notable slot machines) operate on random and variable ratio schedules it is unsurprising that excessive gambling can occur.
To highlight the irrelevance of game type, consider the following two examples that demonstrate that it is the structural characteristics rather than the game type that is critical in the acquisition, development and maintenance of problem and pathological gambling for those who are vulnerable and/or susceptible. A “safe” slot machine could be designed in which no-one would ever develop a gambling problem. The simplest way to do this would be to ensure that whoever was playing the machine could not press the ‘play button’ or pull the lever more than once a week. An enforced structural characteristic of an event frequency of once a week would almost guarantee that players could not develop a gambling problem. Alternatively, a problematic form of lottery could be designed where instead of the draw taking place weekly, bi-weekly or daily, it would be designed to take place once every few minutes. Such an example is not hypothetical and resembles lottery games that already exist in the form of rapid-draw lottery games like keno.
The general rule is that the higher the event frequency, the more likely it is that the gambling activity will cause problems for the individual (particularly if the individual is susceptible and vulnerable). Problem and pathological gambling are essentially about rewards, and the speed and frequency of those rewards. Almost any game could be designed to either have high event frequencies or low event frequencies. Therefore, the more potential rewards there are, the more problematic and addictive an activity is likely to be and this is irrespective of game type as games such as diverse as lotteries and slot machines could have identical event frequencies and event durations.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (1993). Fruit machine gambling: The importance of structural characteristics. Journal of Gambling Studies, 9, 101-120.
Griffiths, M.D. (1994). The role of cognitive bias and skill in fruit machine gambling. British Journal of Psychology, 85, 351-369.
Griffiths, M.D. (1999). The psychology of the near miss (revisited): A comment on Delfabbro and Winefield. British Journal of Psychology, 90, 441-445.
Griffiths, M.D. (2008). Impact of high stake, high prize gaming machines on problem gaming. Birmingham: Gambling Commission.
Griffiths, M.D. (2012). Mind games (A brief psychosocial overview of in-play betting. i-Gaming Business Affiliate, June/July, 44.
Griffiths, M.D. & Auer, M. (2013). The irrelevancy of game-type in the acquisition, development and maintenance of problem gambling. Frontiers in Psychology, 3, 621. doi: 10.3389/fpsyg.2012.00621.
Griffiths, M.D. & Wood, R.T.A. (2001). The psychology of lottery gambling. International Gambling Studies, 1, 27-44.
Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.
Parke, J. & Griffiths, M.D. (2006). The psychology of the fruit machine: The role of structural characteristics (revisited). International Journal of Mental Health and Addiction, 4, 151-179.
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.