Posted by drmarkgriffiths
Over the past two decades I have carried out a lot of research on what factors are important in attracting people to engaging in online activities such as online video gaming, online gambling, online shopping, and online sex. Research has shown that virtual environments have the potential to provide short-term comfort, excitement and/or distraction – all of which can be highly reinforcing to internet users. My research has consistently shown that there are many generic factors that facilitate online use including accessibility, anonymity, affordability, convenience, escape, immersion, interactivity, disinhibition, and simulation. Today’s blog briefly examines these factors.
Accessibility – Access to the Internet is now commonplace and widespread, and can be done easily from the home, the workplace and (via mobile gambling) on the move. Given that the uptake of consumptive behaviours is strongly correlated with increased access to the activity, it is not surprising that the incidence of activities like online gambling and online gaming is slowly increasing across different populations across the world. Fundamentally, increased accessibility of these activities enables the individual to rationalize involvement by removing previously restrictive barriers such as time constraints emanating from occupational and social commitments.
Anonymity – The anonymity of the Internet allows users to privately engage in such activities as sex and gambling without the fear of stigma. This anonymity can also provide the user with a greater sense of perceived control over the content, tone, and nature of the online experience. Anonymity also has the capacity to increase feelings of comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgment in facial expression, as would be typical in face-to-face interactions. For activities such as gambling, this may be a positive benefit – particularly when losing – as no-one will actually see the face of the loser. Anonymity, like increased accessibility, may reduce social barriers to engaging in gambling, particularly skill-based gambling activities such as poker that are relatively complex and often possess tacit social etiquette. The potential discomfort of committing a structural or social faux-pas in the gambling environment because of inexperience is minimized because the individual’s identity remains concealed.
Affordability – Given the wide accessibility of the Internet, it is now relatively inexpensive to use online services on offer. Furthermore, the overall cost of has been reduced significantly through technological developments, again, rendering affordability less of a restrictive force when it comes to rationalizing involvement in the behaviour. For example, the saturation of online gambling industry has lead to increased competition, and the consumer is benefiting from the ensuing promotional offers and discounts available on gambling outlay. Regarding interactive wagering, the emergence of peer-to-peer gambling through the introduction of betting exchanges has provided punters with commission free sporting gambling odds, which in effect means the player needs to risk less money to obtain potential revenue. Finally, ancillary costs of face-to-face gambling, such as parking, tipping and purchasing refreshments, is removed when gambling within the home and therefore the overall cost of gambling is reduced making it more affordable.
Convenience – Online behaviours usually occur in the familiar and comfortable environment of home or workplace thus reducing the feeling of risk and allowing even more adventurous behaviours. For the internet user, not having to move from their home or their workplace is of great positive benefit and increases the attractiveness of online activities compared to offline activities.
Escape – For some internet users, the primary reinforcement to engage in an online behaviour is the gratification they experience online. However, the experience of activities like online gambling, online gaming and/or online sex may be reinforced through a subjectively and/or objectively experienced ‘high’ or positive change in mood state. The mood-modifying experience has the potential to provide an emotional or mental escape and further serves to reinforce the behaviour. In short, online activities can provide a potent escape from the stresses and strains of real life.
Immersion – The medium of the Internet can provide feelings of dissociation and immersion and may facilitate feelings of escape (see above). Immersion can produce lots of different types of feelings that may be reinforcing for the internet user such as losing track of time, feeling like you’re someone else, and being in a trance like state.
Interactivity – The interactivity component of the Internet can also be psychologically rewarding and different from other more passive forms of entertainment (e.g., television). The interactive nature of the Internet can therefore provide a convenient way of increasing such personal involvement that can – in online situations – lead to increased online use. Furthermore, the alternative methods of peer interaction are available within interactive online activities that retain the socially reinforcing aspects of the behaviour. Individuals can communicate via computer-mediated communication in most online activities (including gambling and gaming).
Disinhibition – The feeling of disinhibition is one of the Internet’s key appeals as there is little doubt that the Internet makes people less inhibited when they are online. Online users appear to open up more quickly online compared to offline situations and reveal themselves emotionally much faster than in the offline world. This has been referred to by Dr. John Suler as ‘hyperpersonal communication’. According to Dr. Suler, this occurs because of four features of online communication:
- The communicators usually share social categories so will perceive each other as similar (e.g., all online poker players)
- The message sender can present themselves in a positive light, and so may be more confident
- The format of online interaction (e.g., there are no other distractions, users can spend time composing messages, mix social and task messages, users don’t waste cognitive resources by answering immediately)
- The communication medium provides a feedback loop whereby initial impressions are built upon and strengthened.
Simulation – Finally, simulations provide an ideal way in which to learn about something and which tends not to have any of the possible negative consequences. For instance, most online gambling sites have a practice mode format, where potential gamblers can place a non-monetary bet in order to see and practice the procedure of gambling on that site. Furthermore, gambling in practice modes can build self-efficacy and potentially increase perceptions of control in determining gambling outcomes motivating participation in their ‘real cash’ counterparts within the site.
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Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.
Griffiths, M.D. (2009). Internet gambling in the workplace. Journal of Workplace Learning, 21, 658-670.
Griffiths, M.D. (2010). Gambling addiction on the Internet. In K. Young & C. Nabuco de Abreu (Eds.), Internet Addiction: A Handbook for Evaluation and Treatment (pp. 91-111). New York: Wiley.
Griffiths, M.D. (2010). Internet abuse and internet addiction in the workplace. Journal of Worplace Learning, 7, 463-472.
Griffiths, M.D. (2012). Internet sex addiction: A review of empirical research. Addiction Research and Theory, 20, 111-124.
Griffiths, M.D., Kuss, D.J., Billieux J. & Pontes, H.M. (2016). The evolution of internet addiction: A global perspective. Addictive Behaviors, 53, 193–195.
Griffiths, M.D. & Parke, J. (2002). The social impact of internet gambling. Social Science Computer Review, 20, 312-320.
Griffiths M.D. & Szabo, A. (2014). Is excessive online usage a function of medium or activity? An empirical pilot study. Journal of Behavioral Addictions, 3, 74–77.
Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.
Kuss, D. & Griffiths, M.D. (2012). Internet gambling behavior. In Z. Yan (Ed.), Encyclopedia of Cyber Behavior (pp.735-753. Pennsylvania: IGI Global
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.
Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.
Kuss, D.J., Griffiths, M.D., Karila, L. & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceutical Design, 20, 4026-4052.
Pontes, H.M., Kuss, D.J. & Griffiths, M.D. (2015). The clinical psychology of Internet addiction: A review of its conceptualization, prevalence, neuronal processes, and implications for treatment. Neuroscience and Neuroeconomics, 4, 11-23.
Pontes, H.M., Szabo, A. & Griffiths, M.D. (2015). The impact of Internet-based specific activities on the perceptions of Internet Addiction, Quality of Life, and excessive usage: A cross-sectional study. Addictive Behaviors Reports, 1, 19-25.
Suler, J. (2004). The online disinhibition effect. CyberPsychology & Behavior, 7, 321-326.
Widyanto, L. & Griffiths, M.D. (2006). Internet addiction: A critical review. International Journal of Mental Health and Addiction, 4, 31-51.
Widyanto, L. & Griffiths, M.D. (2009). Unravelling the Web: Adolescents and Internet Addiction. In R. Zheng, J. Burrow-Sanchez & C. Drew (Eds.), Adolescent Online Social Communication and Behavior: Relationship Formation on the Internet. pp. 29-49. Hershey, Pennsylvania: Idea Publishing.
Posted in Addiction, Compulsion, Cyberpsychology, Gambling, Gambling addiction, Games, I.T., Internet addiction, Internet gambling, Obsession, Online addictions, Online gambling, Online gaming, Poker, Problem gamblng, Psychology, Social Networking, Social responsibility, Technological addiction, Technology, Video games
Tags: Cognitive distraction, Gambling, Gambling escape, Gambling excitement, Gambling stigma, Mobile gambling, Online accessibility, Online affordability, Online anonymity, Online convenience, Online disinhibition, Online escape, Online immersion, Online interactivity, Online simulation, Player retention, Problem gambling, Reputation management, Responsible gambling, Social gambling, Social Responsibility, Trust in gambling
Posted by drmarkgriffiths
Although I have spent nearly 30 years researching problem gambling, I am not (and have never been) anti-gambling. My research colleagues who work in the field of alcoholism are never considered anti-drinking so I don’t think I am in any way hypocritical. I also help various gaming companies in terms of harm minimization, social responsibility, and player protection – particularly those in the online gambling sector. In today’s blog I briefly outline five important factors that I believe are critical to online player acquisition and retention based on a combination of my own psychological research and my many years of researching the psychology of gambling. These are (i) branding, (ii) trust, (iii) reputation management and enhancement, (iv) company identification with the player, and (v) social responsibility.
Branding – Every great brand has an outstanding feature at its heart. A product also needs time and to be promoted and communicated consistently to become a brand. Repetition appears to be one of the keys to establishing brand success. Online gambling sites often get bad press and are often viewed as unsafe and risky places. Negative press and enough negative feedback from customers can bring the brand into disrepute.
Trust – What really determines a brand – and this is especially important in the online gambling arena – is trust. Trust is of paramount importance in e-commerce generally, and in getting people to gamble online more specifically. Without trust, the spending of money online is unlikely. Players will be more likely to gamble online with those companies that are well established than a little known company operating out of the Caribbean. It has been claimed that successful brands have a ‘trustmark’ rather than a trademark. With the embedding of regulatory and problem gambling regimes, a ‘trustmark’ is an apt gauge for social acceptability and social responsibility. However, getting transferability and connections across brands in the ‘mainstream’ is probably the key issue.
For many Internet gambling operators, the mechanism to establish trust has been to pursue a ‘clicks and mortar’ approach of combining an offline presence (and brand recognition) with online presence. ‘Trustmarks’ are thought to be one of the major reasons why consumers prefer one particular product to other non-familiar ones. They communicate that customers have not been let down by the product and they can reduce anxiety by using it. At the heart of gambling there will always be the underlying fact that in the long run, most players lose. Whichever way the gaming industry plays out this truism, the general situation of players mostly losing represents an underlying negativity that competes with the wit and innovation of demonstrating that the minority of real long-term winners are the central focus and purpose of participating. This is one of the main reasons why trust becomes so important.
Reputation management and enhancement – It was once argued that the Internet would provide a level playing field for small and large retailer alike. However, given the need to establish trust, it would seem that organisations with a good existing offline reputation are at an advantage. Research into online purchasing of books and flight bookings show that the perceived size and reputation of the company determines consumers’ likelihood of purchasing from it. The reason for this is that increased size and reputation led to higher trust, which in turn influences the perception of risk and the willingness to buy.
Recent psychological thinking proposes a three stage model for understanding how people assess the trustworthiness of a website. The first stage assumes that people are faced with a large number of potential websites and thus engage in rapid, heuristic-based analysis based on the design of the site, rather than the content. During the second stage, people engage in a more systematic analysis of the content of the site, and it is during this stage that people are influenced by apparent integrity, benevolence and expertise. The third stage is a relationship development and integration stage, that is, people’s continued use of a site, personalization and the integration of experience.
Trust is an historical concept because customers need repeated interactions coupled with good feelings to build it. Branding experts claim it takes at least three years to establish the feeling of goodwill among consumers. The good news for companies – including the gaming industry – is that customers do not have to have experienced the product. Customers might engage in things because others have used or engaged in the product for years. Although little studied in empirical gambling investigations, trust is thought to be an important variable in both the initial decision to gamble and the maintenance of the behaviour. In a study of nearly 11,000 carried out by our gaming research unit, four-fifths of Internet gamblers (79%) considered the Internet a trustworthy medium of gambling. However, most Internet gamblers (90%) preferred to gamble on websites of well-known and trusted ‘high street’ bookmakers.
Company identification with the player – One of the most important things about brands for the gaming industry is that they help consumers define their self-image and who they are – at least on some psychological level. For some people, this ‘personal branding’ may be more important than their social identities within a community. For example, the car they drive or the newspaper they read, are particularly strong cultural indicators of what sort of person they are. Where they gamble and on what games can be an extension of this. However, total trust acceptance may also lead to an uncritical assessment of acceptability by the punter. For instance, some trusted non-gambling websites now provide links and endorsements to either their own gambling sites, or those of affiliates. Our gaming research unit highlighted a case of an online problem gambler who had been led to an online gambling site by watching a popular (and trusted) daytime television programme that promoted its own online gaming site.
Social responsibility – As mentioned above, ‘trustmarks’ are likely to be important in relation to social responsibility and the perception of it by players. In studies conducted by our gaming research unit with online gamblers around the world, we found that many of them felt that responsible gaming practises demonstrate that a gaming operator has integrity, and that they care about their players’ wellbeing. For instance, many online poker players did not want their winnings to come from players who could not afford to lose it. They reported that responsible gaming practises allowed them to feel comfortable that their winnings had not come from people with gambling problems. Given that one of the biggest obstacles that prevent people playing online is a lack of trust of operators, this is a significant and important finding that gaming operators should take not of.
For me, all of these five factors are highly inter-linked. However, I believe that those who end up being the most successful online gaming companies will be the ones with the best social responsibility protocols and infrastructure, and that this will engender trust among its clientele.
Auer, M. & Griffiths, M.D. (2013). Behavioral tracking tools, regulation and corporate social responsibility in online gambling. Gaming Law Review and Economics, 17, 579-583.
Auer, M., Littler, A. & Griffiths, M.D. (2015). Legal aspects of responsible gaming pre-commitment and personal feedback initiatives. Gaming Law Review and Economics, 6, 444-456.
Griffiths, M.D. (2007). Brand psychology: Social acceptability and familiarity that breeds trust and loyalty. Casino and Gaming International, 3(3), 69-72.
Griffiths, M.D. (2008). Online trust and Internet gambling. World Online Gambling Law Report, 8(4), 14-16.
Griffiths, M.D. (2010). Social responsibility and trust in online gambling: Six steps to success. i-Gaming Business, 61, 36-37.
Griffiths, M.D. (2012). Internet gambling, player protection and social responsibility. In R. Williams, R. Wood & J. Parke (Ed.), Routledge Handbook of Internet Gambling (pp.227-249). London: Routledge.
Griffiths, M.D. & Wood, R.T.A. (2008). Responsible gaming and best practice: How can academics help? Casino and Gaming International, 4(1), 107-112.
Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.
Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2007). Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International, 3(3), 97-103.
Griffiths, M.D. & Wood, R.T.A. (2009). Centralised gaming models and social responsibility. Casino and Gaming International., 5(2), 65-69.
Wood, R.T.A. & Griffiths. M.D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.
Tags: Branding in gambling, E-commerce, Gambling, Harm minimization in gambling, Player retention, Problem gambling, Reputation management, Responsible gambling, Social gambling, Social Responsibility, Trust in gambling, Trustmarks