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Terminal cases: Should virtual roulette machines be banned from high street bookmakers?
A couple of days ago, I took part in a live debate on national radio (BBC 5Live) about whether virtual roulette machines – known by us in the gambling studies field as ‘fixed odds betting terminals’ (FOBTs) – should be banned from high street bookmakers here in the UK. For those who have no idea what I am talking about:
“A fixed odds betting terminal (FOBT) is an electromechanical device normally found in betting shops in the United Kingdom that allows players to bet on the outcome of various games and events with fixed odds. They were introduced to UK shops in 2001. The most commonly played game is roulette. The minimum amount wagered per spin is £1. The maximum bet cannot exceed a payout of £500 (i.e. putting £14.00 on a single number on roulette). The largest single payout cannot exceed £500. Other games include bingo, simulated horseracing and greyhound racing, and a range of slot machine games. Like all casino games, the “house” (i.e. the casino) has a built –in advantage, with current margins on roulette games being theoretically between 2.5% and 5%” (Wikipedia, 2013).
The last decade has seen many changes in the British gambling landscape. The most notable of these include (i) the growth in the availability of remote gambling (via the internet, mobile phone, and interactive television), (ii) the introduction of online betting exchanges, (iii) an increase in the prominence of poker (both online and offline), (iv) an increase in the number of casinos, and (v) the introduction of FOBTs into most bookmakers.
Relatively little is known about FOBT play among the British population, and the best quality data comes from the British Gambling Prevalence Survey (BGPS), a nationally representative survey that was carried out by the National Centre for Social Research along with a few expert academics in the gambling studies field (including myself). We published the most recent survey in 2011 and we reported that among our 7,756 participants, only 4% had ever played on FOBTs (up from 3% in our previous 2007 survey) with 6% having played FOBTs in the year prior to the survey. Playing FOBTs was more of a male activity with 7% of males compared to 2% females having ever played (with 10% males and 2% females having played FOBTs in the previous year).
The highest participation rates were among individuals aged in the 16-24 year old age group (12%), followed by 25-34 year olds (9%) and 35-44 year olds (3%). Our study also showed that the prevalence of playing FOBTs was highest among those with the lowest personal income (7%) and lowest among those with highest personal income (4%). This was most likely related to the finding that FOBTs were significantly more likely to be played by people who were out of work. More specifically, 12% of those who were unemployed had played FOBTs in the past year compared with 4% of participants overall. Past year gambling was related to marital status, although as we pointed out in our report, this was likely to be a reflection of the relationship between age and marital status. Prevalence of playing on FOBTs was three times higher among those who were single (9%) than those who were married or separated/divorced (3%).
The latest BGPS findings also produced some interesting findings. For instance, although at a population level, the prevalence rate of ever having gambled on FOBTs was very low – compared to lottery gambling (59%) and playing scratchcards (24%) – the majority that did play on FOBTS did so every week (52%). Arguably the most interesting finding was that among those who played FOBTs, the prevalence of problem gambling was 8.8%. The survey as a whole reported that just under 1% of the British adult population had a gambling problem, so there does seem to be an elevated prevalence of problem gambling among those who play FOBTs (in fact, only two activities – playing poker in a pub or club [12.8%] and playing online slot machines [9.1%] – had a higher prevalence rate of problem gambling by type of game played).
However, extreme caution needs to be exercised when interpreting these data because gamblers rarely engage in just a single activity. In fact, those who played poker at a pub/club and played on FOBTs had the highest engagement in gambling activities, participating in 7.6 and 7.2 gambling activities respectively in the year prior to the survey. Among men, the mean number of gambling activities undertaken in the past year was highest among those who played poker at a pub/club (7.9), those who gambled on online slot machine style games (7.4), and those who played on fixed odds betting terminals (7.4). Among women, the mean number of activities engaged in was highest among those who played on fixed odds betting terminals (6.4), and those who bet on sports events (5.8).
Another interesting finding of the BGPS related to the volume of gambling in terms of time and money. Regular gamblers (i.e., those who gambled once a month or more often) were categorized into one of four groups:
- High-time only gamblers (i.e., those who spent a lot of time but not a lot of money gambling)
- High-spend only gamblers (i.e., those who spent a lot money, but not a great deal of time gambling)
- High-time/high-spend gamblers (i.e., those who spent a lot of time and money gambling)
- Non-high-time/non-high-spend gamblers (i.e., those who spent little time or money gambling)
High-time/high-spend gamblers showed a relative preference for betting on horse races, FOBTs and playing casino games. High-time/high-spend gamblers also had the most adverse socio-economic profile. They were more likely to live in areas of greatest deprivation, live in low-income households and be unemployed.
So, given all these data, should FOBTs be banned from British bookmakers’ offices? In short, no. Even if the data were more robust, I would argue that FOBTs shouldn’t be banned particularly because similar types of game can already be accessed far more easily via the internet and mobile phone in environments that are arguably less protective towards problem gamblers. My own stance is that to help overcome problems and addictions to FOBT, gaming companies should engage in the highest levels of social responsibility and introduce cutting edge protocols to ensure player protection.
Some of the hottest issues in the responsible gambling field concern pre-commitment and limit setting (i.e., giving gamblers the tools that they can pre-commit to how much time and money they want to spend on gambling before they actually gamble, as opposed to making ‘heat of the moment’ decisions in the midst of gambling wins or losses that could seriously affect good decision-making). The most practical solution to the issue of curbing problems with FOBTs would be to make the playing of the machine dependent on the gambler having a player card that (a) allows gamblers to pre-commit to how much time and money they are prepared to spend gambling, and (b) allows gaming operators to track their customers’ behaviour, and – with the appropriate behavioural tracking tools – provide informed feedback to the gambler while they are actually gambling. Such a ssystem already operates on a national level in Norway, so there is no reason why it couldn’t be implemented here. What’s more, such technology could be made mandatory, meaning that any gaming operator who wanted a gaming license would legally have to implement such a system as part of its player protection and harm minimization strategies.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Auer, M. & Griffiths, M.D. (2013). Limit setting and player choice in most intense online gamblers: An empirical study of online gambling behaviour. Journal of Gambling Studies, in press.
Griffiths, M.D. (2008). Strategies for detecting and controlling electronic gaming vulnerabilities. Casino and Gaming International, 4(4), 103-108.
Griffiths, M.D. (2008). Impact of high stake, high prize gaming machines on problem gaming. Birmingham: Gambling Commission.
Griffiths, M.D., Wardle, J., Orford, J., Sproston, K. & Erens, B. (2010). Gambling, alcohol consumption, cigarette smoking and health: findings from the 2007 British Gambling Prevalence Survey. Addiction Research and Theory, 18, 208-223.
Orford, J.F., Griffiths, M.D. & Wardle, H. (2013). What proportion of gambling is problem gambling? Estimates from the 2010 British Gambling Prevalence Survey. International Gambling Studies, in press.
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.
Wardle, H., Griffiths, M.D., Orford, J., Moody, A. & Volberg, R. (2012). Gambling in Britain: A time of change? Health implications from the British Gambling Prevalence Survey 2010. International Journal of Mental Health and Addiction, 10, 273-277.
Wardle, H., Moody. A., Spence, S., Orford, J., Volberg, R., Jotangia, D., Griffiths, M.D., Hussey, D. & Dobbie, F. (2011). British Gambling Prevalence Survey 2010. London: The Stationery Office.
Wardle, H., Sproston, K., Orford, J., Erens, B., Griffiths, M.D., Constantine, R. & Pigott, S. (2007). The British Gambling Prevalence Survey 2007. London: The Stationery Office.
Wikipedia (2013). Fixed odds betting terminal. Located at: http://en.wikipedia.org/wiki/Fixed_odds_betting_terminal
Wood, R.T.A. & Griffiths, M.D. (2010). Social responsibility in online gambling: Voluntary limit setting. World Online Gambling Law Report, 9(11), 10-11.
Assassin’s greed: An unorthodox way to treat gaming addiction
A couple of days ago, I was interviewed by BBC Online News for a story about a Chinese father (Mr. Feng) who hired ‘virtual assassins’ to hunt down his son in online video games and kill off his avatar as a way of trying to get his video game addicted son to stop playing online games. The story emanated from the Kotaku gaming website that reported:
“Feng’s 23 year-old son, ‘Xiao Feng’ started playing video games in high school. Through his years of playing various online games, he supposedly thought himself a master of Chinese online role playing games. According to his father, Xiao Feng had good grades in school, so they allowed him to play games; but when he couldn’t land a job they started looking into things. He, however, says he simply couldn’t find any work that he liked…Unhappy with his son not finding a job, Feng decided to hire players in his son’s favorite online games to hunt down Xiao Feng…Feng’s idea was that his son would get bored of playing games if he was killed every time he logged on, and that he would start putting more effort into getting a job…One thing’s for sure; Feng’s way of deterring his son from playing games might be one of the best ideas to come out of China recently, particularly as reactions to ‘gaming and internet addiction’ have been very extreme”.
My quotes from the story were reproduced in over 100 newspapers and website stories within a 48-hour period including the Daily Mail (UK), New York Daily News (US), Epoch Times (China), Times of India (India), Deccan Herald (India), Pakistan Today (Pakistan), National Post (Canada), Kenya Daily Eye (Africa) and Expressen (Sweden). I was quoted as saying:
“It’s not going to do much for family relations. I‘ve never heard of that kind of intervention before, but I don’t think these top-down approaches work. Most excessive game playing is usually a symptom of an underlying problem. I’ve spent 25 years studying excessive video game playing. I’ve come across very excessive players – playing for 10 to 14 hours a day – but for a lot of these people it causes no detrimental problems if they are not employed, aren’t in relationships and don’t have children. It’s not the time you spend doing something, it’s the impact it has on your life.”
My quotes (somewhat paraphrased from a 15-minute interview) were based on my research examining the role of context in determining whether someone is addicted to online gaming (and which I discussed at length last year in a previous blog). To me, the core of the issue concerning video game addiction is the extent to which excessive gaming impacts detrimentally on someone’s life. If there are no negative consequences as a result of excessive gaming, I wouldn’t class it as an addiction. However, for me, the most interesting part of the story was the intervention by the man’s father in trying to wean his son off playing video games. I’m not convinced that the father’s approach would work in general (and I’m not convinced it worked in this individual case).
The issue of online gaming addiction is a hot issue in South East Asia, and the prevalence of problematic online gaming appears to be higher in countries such as China, South Korea, Taiwan, and Singapore, than in Europe and North America. In South East Asia, there is a growing concern in relation to the need to develop treatment programs for online computer game addiction. According to one report by the Korean government, 2.4% of its population was said to be addicted to video games. The report also indicated that mental health counselling bears a heavy stigma in Korea. In one case discussed in the report, the father of a child addicted to gaming refused to acknowledge his son had a problem for three months, even though he had borrowed substantial amounts of money from family members to support his addiction. Similar accounts have also appeared in China. Reports such as these indicate cultural concerns and differences.
China introduced an anti-online gaming system and a few clinics as a response to the growing problem of excessive playing of online games there. The system allows for three hours a day of gaming without penalties, but after three hours the values of items won in the game starts to decrease. After five hours of gaming per day no experience or benefits can be accrued. This system was clearly designed by those who know ‘how to hit players where it hurts’ so to speak. However, without further details of how the program operates, it is hard to evaluate whether this would work effectively given that people might be able to create multiple accounts (with characters in each account) to get round the blocking. Such a system will also require monitoring and evaluation, and would be much less effective in countries where the government allows a greater level of personal freedom.
Press reports indicate that China’s system to curtail excessive game playing only applies to adult gamers. However the Chinese solution was predictably unpopular with gamers and led to a mass exodus from one server to another server when first implemented. The Chinese system also includes: (i) the banning teenagers from cyber-cafes, (ii) limiting online gaming sessions, (iii) boot camps, (iv) psychological counselling, and (v) electrocution. There is little detailed information about the treatment technique utilized in these therapy centres. The ‘electrocution’ technique is apparently more akin to acupuncture, but it is still hard to see how that might help. It could be that it is a type of aversive therapy where they shock players whilst they are playing computer games – but this is entirely speculative on my part.
Finally, I am a great believer that the gaming addiction treatment should be fitted to the individual although some of my recent papers with my Australian colleagues Dr. Daniel King and Dr. Paul Delfabbro (at the University of Adelaide) have recommended cognitive-behavioural therapy (which I will look at in a future blog). The cognitive-behavioural model is both better researched (though with reference to different disorders), has tried and tested therapeutic techniques, and is underpinned by a verified psychological theory. However, further research is required to establish the therapeutic efficacy of all treatment programs directed at excessive gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Beranuy, M., Carbonell, X., & Griffiths, M.D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, DOI 10.1007/s11469-012-9405-2
Griffiths, M.D. (1997). Video games and clinical practice: Issues, uses and treatments. British Journal of Clinical Psychology, 36, 639-641.
Griffiths, M.D. (2008). Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12, 27-41.
Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.
Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.
Griffiths, M.D. & Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39(4), 47-53.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.
King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.
Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.
Trivial pursuits: Can playing pub quiz machines be addictive?
This morning I appeared on BBC radio talking about excessive playing of trivia (quiz) machines because there is a story in today’s Daily Mail about a man (Christian Drummond) who claims he makes £60,000 a year from playing pub quiz machines. In the UK, trivia machines are a type of ‘Skill With Prize’ (SWP) machine where cash payouts (the prize) depends (at least in part) on the player’s skill. I certainly spent far too much of my student grant playing the snooker general knowledge SWP game Give Us A Break in the university bar. Quiz machines are the most common form of SWP machine and are known to be very profitable for operators. A Wikipedia entry on SWP machines notes that the SWP game Barber Cut was advertised as “more addicting than any other prize redemption game, and those repeat-plays will land right in your cash box!”.
Here’s a little background for those who are still not sure what I am talking about. SWP trivia machines usually have a pre-programmed set of ‘general knowledge’ questions. The machine game is activated after the insertion of money (now typically 50p or £1, although it used to be 10p-20p when I was a regular player). On answering a pre-determined number of multiple-choice questions correctly, successful players can win money (the most I ever remember winning was £5). In some cases, successful players may also be rewarded with free plays on the machine and/or with the added bonus on some games of being able to record names and high scores electronically on the game’s ‘hall of fame’ (something that I never achieved in all the times I ever played). I still occasionally play (my most recent session losing about £10 playing a Who Wants To Be A Millionaire? trivia game).
On a purely personal level, I love trivia, and it appears that I am not the only one. I came across an online article outlining the top ten “modern human addictions” and was surprised that ‘trivia’ was at No.7. As the article noted:
“Most of us love to learn and understand things, but how often do we absorb tiny little bits of inconsequential trivia? More often than you may think! TV advertisements and billboards coax us with facts and figures, magazines deliver tantalizing tit-bits of scandal and gossip, and the internet fills our minds with thousands of facts…The world is full of trivia. A trivia addict is often someone who’s main pleasure in life is to memorize random facts and spout them off to onlookers in an attempt to make themselves look good, and who often dreams of winning the pub quiz or a game show for a huge cash prize. Trivia buffs often wallow in small-talk, gossip, and rumor and sometimes aggrandize subjects the rest of us care little about”.
On a more academic footing, I wrote briefly about SWPs in both of my first two books (Adolescent Gambling, 1995; Gambling and Gaming Addiction in Adolescence, 2002) and noted that there was some anecdotal evidence of problematic and potentially addictive play. In my first book I also introduced the concept of ‘technological addictions’. I wrote that:
“My own operational definition is that [technological addictions] are non-chemical (behavioural) addictions which involve human-machine interaction. They can either be passive (e.g. television) or active (e.g. computer games) and usually contain inducing and reinforcing features which may contribute to the promotion of addictive tendencies. The category of technological addictions is not mutually exclusive and contains addictive activities that could be located under other kinds of addiction…There is little in the way of academic literature on technological addictions but possible activities that could be included under this category are television addiction, computer addiction (e.g. hacking, programming), video and computer game addiction, fruit machine addiction, pinball addiction, trivia machine addiction, telephone sex addiction and in the (near?) future, virtual reality addiction”.
Basically, I said that it was theoretically possible to become addicted to playing SWP machines, but had yet to come across any empirical evidence that such an addiction genuinely existed. And that’s still the case as far as I am concerned. I am still unaware of any empirical research study examining SWP addiction and problematic play (excluding video game addiction and a case study I published on pinball addiction back in a 1993 issue of Psychological Reports). Having said that, it’s not hard to see the psychological attraction of playing and how excessive playing develops. Like playing slot machines and video games, SWP machines utilize operant conditioning techniques, provide ‘near miss’ experiences, are deceptively inexpensive, simple to play, challenging, competitive, and excellent at modifying mood states. The rewards can be social, financial, psychological, and physiological. All in all, they contain many of the psychological ingredients that can be utilized in the addiction process.
I’ve searched online for any self-confessed accounts of SWP addiction but have found little. Here are a few quotes suggesting that for a tiny minority, SWP playing might be potentially problematic:
- Extract 1: “I think I might be slightly addicted to these quiz machines. At risk of sounding melodramatic, and to paraphrase the film ‘Fight Club’, after playing a quiz machine, the volume of the rest of life is turned down. Once you’ve played a few times, you no longer feel alive unless you’re playing a quiz machine. All you can see in front of you is victory; the massive debts that are mounting up are hidden behind a veil of aspiration and false hope. I seem to pour in pound after pound in the vague hope of one-upping a computer-controlled device with a fixed payout rate that will control the difficulty accordingly. My struggle transcends any monetary gain from playing these stupid quiz games and it becomes about winning”
- Extract 2: “I’m from England, and a massive fad of us legal to drink teenagers is to waste our money on these ‘Pub Quiz’ machines, to a stupid point of having no money at all left. The only problem is that the pub always closes at some point, and I need to feed my addiction for the games on them”
- Extract 3: “It’s official. I have a new addiction. It has descended upon me in the form of a game. A quiz machine game. And it goes by the name ELIMINATOR! It’s not just any game though. It is the most compulsively obsessive thing I have ever seen in my entire life”
Since November 1st 2010, all SWP machines in the UK must conform to strict guidelines by both the Gambling Commission and BACTA (British Amusement and Catering Trade Association). As the Wikipedia entry in SWP machines notes:
“These guidelines say that there must be NO element of chance within the game that can affect the outcome. There are also limits set on the level of skill needed to play, for example there must be a minimum amount of time for a player to react to the game. This is so that manufacturers and operators can’t be accused of setting ridiculous skill levels that aren’t physically possible…While SWP machines are generally not intended to be winnable by skilled players – otherwise such a player could continue to play and win and causes losses to the operator – it is sometimes possible that player skill, or using the machine in a way not anticipated by the manufacturer, can result in the game becoming winnable. This may result in service updates by the manufacturer to close the exploit”.
As I have noted in many of my academic writings, one of the key trends in the gaming world is convergence. The convergence between gambling and SWP machines means that the British Gambling Commission are frequently asked whether particular skill with prize machines are gambling machines. Their response is always to say that: “the answer to that question depends upon whether any of the games offered on the machine amount to ‘gaming’ as defined in…the Gambling Act” (which is a whole new blog in itself).
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Gambling Act (2010). Is a prize machine a gambling machine? Birmingham: Gambling Commission.
Griffiths, M.D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14, 53-73.
Griffiths, M.D. (1992). Pinball wizard: A case study of a pinball addict. Psychological Reports, 71, 160-162.
Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.
Griffiths, M.D. (1995). Adolescent Gambling. London: Routledge.
Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.
Griffiths, M.D. (2008). Digital impact, crossover technologies and gambling practices. Casino and Gaming International, 4(3), 37-42.
Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.
Lifeschool (2009). Top 10 modern addictions. Listverse, October 15. Located at: http://listverse.com/2009/10/15/top-10-modern-human-addictions/
Wikipedia (2012). Skill with prize. Located at: http://en.wikipedia.org/wiki/Skill_With_Prize
For bidding, plan it: Can online auctions [like e-Bay] be addictive?
Back in 2007, a number of psychologists including Dr. Kimberly Young (Center for Internet Addiction Recovery, Pennsylvania, US), and myself were interviewed for a BBC news article about whether it was possible to become addicted to the online auction site eBay. In the article, Dr Young said she was seeing increasing numbers of people who were developing a problem concerning their eBay use. Dr Young claimed it was not the item bidded for on eBay itself that provided the “addictive buzz” but the excitement of bidding against others for it, and winning. She was quoted as saying that:
“eBay addicts will be there for the last few minutes of an online auction ready to outbid and bag the prize – ‘snipers’ as they are called in eBay circles. It gets more serious when eBay addicts feel a sense of accomplishment when they are the highest bidder and begin to bid on items they don’t need. Most people with eBay addiction] have financial and relationship problems. Some people come [for treatment] because they have been fired from work – doing eBay at work is not permitted, so they seek therapy after something like this happens. One woman was in debt by $400,000 and took a second mortgage out on her home and all the money from her retirement account. Her husband was furious when he found out. It does get pretty bad, with the lies to sustain the behaviour”
In an earlier 2004 paper on internet addiction published in American Behavioral Scientist, Dr. Young mentioned online auction [eBay] addiction in passing but presented no empirical evidence of its existence. The same observation was also made in a later 2009 paper by Dr. Tonino Cantelmi, and Dr. Massimo Talls in the Journal of CyberTherapy and Rehabilitation (but again in the absence empirical evidence).
So can eBay really be addictive? All addictions rely on being rewarded in some way. Sometimes the rewards are financial (you win money), social (you get praised for your behaviour), physical (you get a buzz when you do the activity) and/or psychological (the activity raises your self-esteem). As I noted in a previous blog on internet addiction, people can develop addictions to the Internet (such as chat room addictions) and have addictions on the Internet (such as online gambling addictions, online gaming addictions, online shopping addictions). In many cases, the Internet provides an easily accessible and convenient medium that people can engage in their favourite behaviour (such as looking for online pornography or playing online computer games). In a small number of cases this may become addictive.
So what about eBay addiction? Most of the cases I have come across are from press and/or non-peer reviewed reports. Dr. Kimberley Young wrote briefly about a female eBay addict (called ‘Chris’) in an unpublished paper entitled ‘Subtypes of internet addiction’ available from her website (although to be honest there was no real detail provided). In another case (reported in the popular press), a 25-year old female estate agent, Charlotte Mahoney was featured as an eBay addict in an article in The Sun. In a seven-month period she spent £5000. In her newspaper interview, Mahoney said:
“Everybody was talking about [eBay], so I logged on for a look and couldn’t believe it when I saw loads of brand new designer items up for sale. When my bid for a gorgeous Dior T-shirt was accepted I was over the moon. The second buzz came when the parcel arrived. I would bid obsessively until I got something. It was so easy but also exciting because you knew you were getting a bargain. My card details were already online so it didn’t even feel like I was really spending. In fact I avoided buying anything that required payment by cheque, because it made me feel guilty. Once I spent more than £800 in a single weekend. The fantastic feeling I got when the postman arrived with all those parcels made it worth it. Subconsciously, I must have known it was getting out of hand because I arranged for all my parcels to be sent to work just so I could smuggle them home past my boyfriend. When I finally worked out that I had spent £5,500 since last December, I felt sick. [eBay] can be dangerously addictive”.
On the face of it, there are certainly some things in this account that are suggestive of addiction but there is just not enough detail to make an informed judgment. Dr Richard Wood, one of my good friends and research colleagues was also interviewed for the BBC on eBay addiction and was reported as saying:
“The label ‘addiction’ is being over used and incorrectly applied. There is no such diagnosis as “eBay” addiction that has been incorporated into any respectable criteria. Instead people like Dr Young are adapting the criteria for substance abuse and/or pathological gambling. Of course, some people will do all kinds of activities too much if they are distracting enough to allow them to escape from their reality. I would argue that these are not bona-fide cases of addiction unless the activity itself has severe negative consequences, that the experience itself is the main driver of their behaviour, and that it affects enough people that it can be considered problematic in and of itself. eBay does not fit into that category. Furthermore, by over applying the addiction label we are in danger of both unduly scaring the public and trivializing the negative impacts of genuine addiction cases”
Empirical research into eBay addiction (and online auction addiction more generally) has begun to occur. For instance, a 2007 paper by Dr. Cara Peters and Dr. Charles Bodkin in the Journal of Retailing and Consumer Services examined problematic behaviour among online auction users. They explored (i) which consumer behaviours could be construed as problematic and potentially addictive, (ii) which of these behaviours generally reflect the core components of addiction, and (iii) and what the implications are for online auction retailers, managers, and society. Using qualitative methods, the authors identified four key themes related to eBay addiction among their small number of participants: (i) psychological distress, (ii) habitual usage, (iii) negative consequences, and (iv) dependence, withdrawal and self-regulation.
A 2008 paper by Chih-Chien Wang in the Proceedings of the Asia-Pacific Services Computing Conference examined the influence of harmonious passion and obsessive passion on online auction behaviour and online auction addiction on 322 individuals. It also investigated whether people exhibiting compulsive buying behaviour had spent more time on online auction web sites. They found that people with obsessive passion were more addicted to online auctions than those with harmonious passion, and that people with higher compulsive buying behaviour spent more time on online auctions.
Finally, a 2011 study carried out by Dr. Ofir Turel and colleagues published in the MIS Quarerly also explored online auction addiction. They reported their findings from two empirical studies of 132 and 223 eBay users (using three different operationalizations of addiction). I have to admit that I found it hard to understand what their study actually showed. They carried out various factor analyses and showed that some key factors explained significant amounts of the variance but didn’t give any insight into what these main factors were tapping into. In their own words, their results indicated that:
“The level of online auction addiction distorts the way the IT artifact is perceived. Informing a range of cognition-modification processes, addiction to online auctions augments user perceptions of enjoyment, usefulness, and ease of use attributed to the technology, which in turn influence usage intentions. Overall, consistent with behavioral addiction models, the findings indicate that users’ levels of online auction addiction influence their reasoned IT usage decisions by altering users’ belief systems. The formation of maladaptive perceptions is driven by a combination of memory-, learning-, and bias-based cognition modification processes”.
The empirical evidence on eBay addiction to date is somewhat sketchy. In the article in The Sun newspaper (mentioned above), I was asked to provide an outline of possible ‘danger signs’ that point to an unhealthy interest in eBay. If eBay addiction existed, I wrote that I would expect to see the following:
- e-Bay becomes the most important thing in the person’s life and they are totally preoccupied thinking about being on e-Bay.
- The person has built up the amount of time they have spent on e-Bay to the point where it is significantly impacting on other important activities (and preferring to engage in eBay use over other activities).
- The person experiences withdrawal symptoms when they are not on e-Bay (e.g., moodiness and irritability, anxiety, difficulty in concentrating, sweaty palms etc.).
- The person uses e-Bay as a way of modifying their mood. They either use e-Bay to get aroused (to get a buzz or a high) or they use it to tranquilize themselves (to escape or de-stress)
- The person’s e-Bay use compromises everything else in their life and affects their job, outside hobbies/interests, and relationships with partner, children, and/or friends.
I was also asked to speculate on why e-Bay might be addictive. Based on the anecdotal press and unpublished academic reports, I wrote that e-Bay use would appear to take over a very tiny minority of people’s lives. These people appear to spend vast amounts of time online in the hope of getting bargains and/or making money. Because there is a financial consequence, it would appear that many of the addictive effects and/or consequences are similar to addictive gambling. Getting a great bargain is like winning – and people want to do it again as quickly as possible. Putting an item up for sale and hardly breaking even is like losing. To eliminate the negative feelings, a person goes back onto e-Bay in the hope of feeling good again. This for some individuals may become an addictive cycle and may be a hard habit to break.
It may take some time (if ever) before online auction addiction is accepted as a genuine addiction. However, I do believe it is theoretically possible to become addicted even if the evidence at present doesn’t stand up to in-depth scrutiny.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Black, G.S. (2007). A comparison of the characteristics of eBay consumers and eBay nonconsumers. Journal of Direct, Data and Digital Marketing Practice, 9(1), 16-29.
Cantelmi, T & Talls, M. (2009). Trapped in the web: The psychopathology of cyberspace. Journal of CyberTherapy and Rehabilitation, 2, 337-350.
Griffiths, M.D. (1995). Technological addictions. Clinical Psychology Forum, 76, 14-19.
Griffiths, M.D. (1998). Internet addiction: Does it really exist? In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications. pp. 61-75. New York: Academic Press.
Griffiths, M.D. (2000). Internet addiction – Time to be taken seriously? Addiction Research, 8, 413-418.
Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.
Peters, C. & Bodkin, C.D. (2007). An exploratory investigation of problematic online auction behaviors: Experiences of eBay users. Journal of Retailing and Consumer Services, 14(1), 1-16.
Soteriou, H. (2007). Can you be addicted to eBay? BBC News, July 2. Located at: http://news.bbc.co.uk/1/hi/health/6519521.stm
Turel, O., Serenko, A. & Giles, P. (2011). Integrating technology addiction and use: An empirical investigation of online auction users. MIS Quarterly, 35, 1043-1061.
Wang, C-C. (2008). The influence of passion and compulsive buying on online auction addiction. Proceedings of the Asia-Pacific Services Computing Conference (pp. 1187 – 1192). IEEE.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: Does it really exist? (Revisited). In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, Interpersonal and Transpersonal Applications (2nd Edition), pp.141-163. New York: Academic Press.
Young, K. (undated). Subtypes of internet addiction. Unpublished manuscript (available at netaddiction.com)
Yong, K. (2006). What is eBay addiction, compulsive online gambling, and other types of Internet addiction? Located at: http://www.netaddiction.com/net_compulsions.htm
Young, K. S. (2004). Internet addiction: A new clinical phenomenon and its consequences. American Behavioral Scientist, 48, 402–415.