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Scaling up: A brief look at the latest tool to assess addictive gaming
To date, there has been a lack of agreement among researchers as to the precise name and definition of video game addiction (both online and offline). However, there is a general consensus that excessive gaming can lead to a wide range of physical and psychological problems, and therefore necessary to explore the nature and the scale of the phenomenon. In doing so, it is important to use psychometrically validated measurement tools. Unfortunately, there is lack of these in the literature so far. Along with some colleagues (led by Dr. Daniel King), we recently published a paper examining all the instruments that have been used to assess problematic video gaming in the journal Clinical Psychology Review.
Our paper noted that pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. Our systematic review was designed to evaluate the standards in pathological video-gaming instrumentation and guidelines for sound psychometric assessment. We assessed a total of 63 quantitative studies, including eighteen instruments (representing 58,415 participants). Our findings indicated that the instruments were generally characterized as inconsistent. The strengths of available measures included: (i) short length and ease of scoring, (ii) excellent internal consistency and convergent validity, and (iii) potentially adequate data for development of standardized norms for adolescent populations. However, the key limitations included: (a) inconsistent coverage of core addiction indicators, (b) varying cut-off scores to indicate clinical status, (c) a lack of a temporal dimension, (d) untested or inconsistent dimensionality, and (e) inadequate data on predictive validity and inter-rater reliability. An emerging consensus suggested that pathological video-gaming is commonly defined by (1) withdrawal, (2) loss of control, and (3) conflict.
Most of the tools in current use have been modified from other questionnaires without their reliability and validity being tested. This includes those based on internet addiction (e.g., Kimberley Young’s Internet Addiction Test), pathological gambling (using the DSM–IV criteria), or behavioural addictions. An additional problem is that many of the measures focus exclusively on Massively Multiplayer Online Role Playing Game (MMORPG) users. In order to cover the whole range of online gamers, I recently helped co-develop an empirically based questionnaire consisting of 18 items called the Problematic Online Gaming Questionnaire (POGQ) that we published in the journal PLoS ONE.
In a recent 2011 study, some of my Hungarian colleagues (led by Dr. Koronczai) claimed in the journal Cyberpsychology, Behavior and Social Networking that a suitable measure should fit the following six criteria. It should have: (i) comprehensiveness (i.e., examining more, possibly all, aspects of problematic online gaming); (ii) brevity (in order to assess the more impulsive population as well and to facilitate incorporation into time-limited surveys); (iii) reliability and validity for different methods of data collection (e.g., online, paper-and-pencil self-rating, face-to-face); (iv) reliability and validity for different age groups (e.g., adolescents and adults); (v) cross-cultural reliability and validity; (vi) been validated on clinical samples. The measure should also serve as a basis for defining cutoff scores for dependence.
The POGQ is a short comprehensive measure and therefore fits to the first two requirements. It was also found to be a psychometrically adequate measure in a large convenience sample of adult online gamers. However, there is great need for a measure that is also suitable for survey type research in an offline data collection setting, and is reliable and valid for adolescents. Therefore, we modified the original POGQ to a 12-item version and applied it to an offline adolescent sample using pen-and-pencil data collection method (and published the findings in the journal Cyberpsychology, Behavior and Social Networking). This way both the third and the fourth points of the six criteria above were fulfilled.
The aim of or most recent study was twofold. The first goal was to explore the psychometric properties of the POGQ on a nationally representative adolescent sample as until recently it had only been used on adult gamer samples. The second goal was to assess the prevalence of problematic online gaming in a nationwide adolescent sample, as there have been only two nationally representative studies carried out on adolescents in the US and Germany.
The results of or study showed that the 12-item POGQ-SF had appropriate psychometric properties according to the statistical analysis performed on a nationally representative sample of adolescents. The analysis showed that 8.2% of gamers (4.6% of the whole sample) belonged to the at-risk group. We also found an additional 13.3% of adolescents (23.9% of gamers) showed symptoms of problematic online gaming above the average. Gamers belonging to the at-risk class were more likely to be male, more likely to play for five or more hours a day, have lower grade point average, have lower self-esteem, and higher depression score than gamers belonging to the other two classes. All these results are in line with findings of other studies confirming the validity of the measurement tool.
Despite the robustness of the study, an important limitation was that it was only carried out among Hungarian adolescents. For generalizability it must be applied and psychometrically tested on cross-cultural samples as well (see the aforementioned Criterion 5). It is also a future goal to confirm the POGQ on clinical samples (Criterion 6). This would allow all the six criteria requirements presented in the introduction to be met. The current POGQ is both short (Criterion 2) and comprehensive (Criterion 1), and assesses problematic online gaming in different age groups (Criterion 4) with different data collection methods (Criterion 3). We hope that the POGQ will facilitate future research and will serve as an adequate tool for assessing problematic online gaming.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M.D., Pápay, O. & Oláh, A. (2012). The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS ONE, 7(5): e36417. doi:10.1371/journal.pone.0036417.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20, 594-602.
Gentile, D.A., Choo, H., Liau, A., et al. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, E319-E329.
King, D.L., Haagsma, M.C., Delfabbro, P.H.,Gradisar, M.S., Griffiths, M.D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33, 331-342.
Koronczai, B., Urban, R., Kokonyei, G., et al. (2011). Confirmation of the three-factor model of problematic internet use on off-line adolescent and adult samples. Cyberpsychology, Behavior and Social Networking, 14, 657–664.
Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in children and adolescents: A review of empirical reearch. Journal of Behavioral Addictions, 1, 3-22.
Pápay, O., Urbán, R., Griffiths, M.D., Nagygyörgy, K., Farkas, J. Kökönyei, G., Felvinczi, K., Oláh, A., Elekes, Z., Demetrovics, Z. (2013). Psychometric properties of the Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and prevalence of problematic online gaming in a national sample of adolescents. Cyberpsychology, Behavior, and Social Networking, doi:10.1089/cyber.2012.0484.
Rehbein, F., Kleimann, M, & Mossle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey. CyberPsychology, Behavior and Social Networking, 13, 269–277.
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.
Altered states: The psychology of distraction in gambling
I’m sure that most of you are aware that nearly all casinos around the world do not have clocks or windows. Casino operators don’t want their customers to think about time or give them external cues such as whether it’s night or day. By doing this, a gambler’s temporal perception is altered and gamblers may lose track of time and reality (and hopefully spend more money!). Although this may not be good from a financial perspective, from a psychological perspective, losing track of time and reality may not necessarily be such a bad thing.
Psychologists believe that gambling is an excellent ‘distractor task’. What we mean is that playing slot machines, roulette or poker, has the capacity to engage much of a gambler’s individual active attention because of the cognitive and motor activity that is needed. Continuous gambling also allows the possibility to sustain achievement because of the level of difficulty and skills involved in most games. In short, they provide a challenge that uses a lot of mental energy.
One positive benefit of gambling may be a temporarily higher pain threshold. Research studies have shown that cognitive and attentional distraction has the capacity to block the perception of pain. The reasoning behind this is that distractor tasks (such as gambling and videogame playing) consume some degree of the attentional capacity that would otherwise be devoted to pain perception. Although gambling has never been tested in this way experimentally, research into videogame playing and pain perception has shown that those who play videogames after treatment for things like chemotherapy need significantly less painkillers than those who don’t play videogames. However, one of the problems with this type of “snapshot” research is that there has been no long-term follow-up and it is unclear whether players eventually tire of such games. Therefore other factors need to be explored such as novelty of the activity, game preference, and relative level of challenge.
There has also been an increasing amount of research showing that gamblers who play for long periods of time can enter “dissociative states” of mind. Dissociation is a form of altered state of consciousness. These behaviours lie on a continuum and range from losing track of time, feeling like your someone else, blacking out, not recalling how you got somewhere or what you did, and being in a trance like state. In its most extreme form it can include multi-personality disorders.
Dissociation also needs to be differentiated from distraction although it could be the case that they are at opposite ends of the same continuum. For example, a person may use gambling as a distracting activity but over time may progress into a dissociative one. Distraction usually involves a person’s attention being pulled somewhere other than where he or she wants it to go although some people may deliberately engage in some activities (like drinking alcohol, gambling, smoking etc.) as a way of shifting their thoughts away from something they do not want to think about. Distraction can be born out of boredom, lack of interest, melancholy and creativity. More generally it can be viewed as a low-level state of avoidance. It may also be a symptom of depressive or mood disorders and high levels of stress. On the whole, losing track of time because of distraction is normal when you are having fun. Blacking or going into a dissociative trance like state is not!
There is also the possibility that the medium of gambling influences distraction capacity. For instance, some of my own research has suggested that the Internet may provide immersive and dissociative feelings for its users and may facilitate feelings of escape. I also believe that the anonymity of the Internet allows users to privately engage in activities like gambling without the fear of stigma. The anonymity may also provide the gambler with a greater sense of perceived control over the content, tone, and nature of the online experience.
Anonymity can also increase feelings of psychological comfort since there is a decreased ability to look for, and thus detect, signs of insincerity, disapproval, or judgement 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 can actually see your face. However, one of the consequences of technology and the Internet has been to reduce the fundamentally social nature of gambling to an activity that in many cases is asocial. Most problem gamblers report that at the height of their problem gambling, it is a solitary activity. Gambling in a social setting has the potential to provide a kind of “safety net” for over-spenders as friends will often notice excessive and ‘out of character’ behaviour. This is lost when gambling alone on the Internet.
The interactivity of the Internet may also be psychologically rewarding and different from other more passive forms of entertainment (such as television). Psychological research has consistently shown the increased personal involvement on a gambling activity can increase the illusion of control that in turn may facilitate increased gambling. The interactive nature of the Internet may therefore provide a convenient way of increasing such personal involvement.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Griffiths, M.D. (2003). Internet gambling: Issues, concerns and recommendations. CyberPsychology and Behavior, 6, 557-568.
Griffiths, M.D. (2005). The therapeutic value of videogames. In J. Goldstein & J. Raessens (Eds.), Handbook of Computer Game Studies. pp. 161-171. Boston: MIT Press.
Griffiths, M.D. (2005). Video games and health. British Medical Journal, 331, 122-123.
Griffiths, M.D. (2007). Gambling psychology: Motivation, emotion and control, Casino and Gaming International, (3)4 (November), 71-76.
Griffiths, M.D. (2009). Casino design: Understanding gaming floor influences on player behaviour. Casino and Gaming International, 5(1), 21-26.
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. & Parke, J. (2003). The environmental psychology of gambling. In G. Reith (Ed.), Gambling: Who wins? Who Loses? pp. 277-292. New York: Prometheus Books.
Griffiths, M.D., Wood, R.T.A., Parke, J. & Parke, A. (2006). Dissociative states in problem gambling. In C. Allcock (Ed.). Current Issues Related To Dissociation. pp.27-37. Melbourne: Australian Gaming Council.
Parke, A. & Griffiths, M.D. (2012). Beyond illusion of control: An interpretative phenomenological analysis of gambling in the context of information technology. Addiction Research and Theory, 20, 250-260.
Wood, R.T.A., Griffiths, M.D. & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study. CyberPsychology and Behavior, 10, 45-56.
Tech’s appeal: Is there a relationship between addiction to video games and slot machines?
Back in 1987, I began my PhD on slot machine addiction, and one thing that I began to notice as I spent the first few hours of (100s of hours) doing observational research in amusement arcades that there were many similarities between arcade slot machines and arcade video game machines. It wasn’t until 1991 that I finally did a comparative analysis of slot machine gambling and video game playing and published my observations in the Journal of Adolescence. In the intervening years I have published many papers examining the commonalities and similarities between these two behaviours and it wouldn’t surprise me if I am still writing about these issue in many years to come.
My initial insights into the existence of video game addiction arose out of the research I had been doing on slot machine addiction. Both slot machines and video game machines may be considered under the generic label of “amusement machines”. The main difference between the playing of video games and the playing of slot machines are that arcade video games are typically played to accumulate as many points as possible whereas slot machines are played (i.e., gambled upon) to accumulate money. In my 1991 paper, I (somewhat paradoxically) claimed that playing an arcade video game could be considered as a non-financial form of gambling.
Both types of machine require insertion of a coin to play, although the playing time on a slot machine is usually much less than on a video game machine if starting with the same amount of money. This is because on video games the outcome is almost solely due to skill, whereas on slot machines the outcome is much more likely to be a product of chance. However, the general playing philosophy of both slot machine players and video game players is to stay on the machine for as long as possible using the least amount of money. I have also argued that regular slot machine players play with money rather than for it, and that winning money is a means to an end (i.e., to stay on the machine as long as possible). This is exactly what arcade video game players do too.
Besides the generic labeling, their geographical juxtaposition, and the philosophy for playing, it could be argued that on both a psychological and behavioural level, slot machine gambling and video game playing share many similarities (e.g., similar demographic differences such as age and gender breakdown, similar reinforcement schedules, similar potential for “near miss” opportunities, similar structural characteristics involving the use of light and sound effects, similarities in skill perception, similarities in the effects of excessive play, etc.). The most probable reason the two forms have rarely been seen as conceptually similar is because video game playing does not involve the winning of money (or something of financial value) and therefore cannot be classed as a form of gambling.
However, the next generation of slot machines is starting to use video game graphics and technology. While many of these relate to traditional gambling games (e.g., roulette, poker, blackjack, etc.) there are plans for developing video gambling games in which people would win money based on their game scores. This obviously gives an idea of the direction that slot machines and the gaming industry are heading.
Furthermore, there are a growing number of researchers who suggest that video games share some common ground with slot machines including the potential for dependency. On 1995, Dr Sue Fisher and myself edited a special issue of the Journal of Gambling Studies and wrote a paper examining trends in slot machine gambling. We pointed out that arcade video games and slot machines shared some important structural characteristics, these being:
- The requirement of response to stimuli that are predictable and governed by the software loop.
- The requirement of total concentration and hand–eye coordination.
- Rapid span of play negotiable to some extent by the skill of the player (more marked in video games).
- The provision of aural and visual rewards for a winning move (e.g., flashing lights, electronic jingles).
- The provision of an incremental reward for a winning move (points or money) that reinforces “correct” behaviour.
- Digitally displayed scores of “correct behaviour” (in the form of points or money accumulated).
- The opportunity for peer group attention and approval through com- petition.
As with excessive slot machine playing, excessive video game playing partly comes about by the partial reinforcement effect. This is a critical psychological ingredient of video game addiction whereby the reinforcement is intermittent – that is, people keep responding in the absence of reinforcement hoping that another reward is just around the corner. Knowledge about the partial reinforcement effect gives the video game designer an edge in designing appealing games. Magnitude of reinforcement is also important. Large rewards lead to fast responding and greater resistance to extinction – in short to more “addiction.” Instant reinforcement is also satisfying.
Video games rely on multiple reinforcements (i.e., what I call the “kitchen sink” approach) in that different features might be differently rewarding to different people. Success on video games comes from a variety of sources and the reinforcement might be intrinsic (e.g., improving a personal high score, beating a friend’s high score, putting a name on the “hall of fame,” mastering the machine) or extrinsic (e.g., peer admiration). As early as the 1980s, Dr. Thomas Malone reported that video game engagement is positively correlated to (i) a presence or absence of goals, (ii) the availability of automatic computer scores, (iii) the presence of audio effects, (iv) the random quality of the games, and (v) the degree to which rapid reaction times enhance game scores.
In 2007, Dr Jonathan Parke (Salford University, UK) and I developed a new taxonomy of structural characteristics related to gambling, listing all the known structural characteristics that have been shown to influence gambling behaviour in some way. All the 60+ structural characteristics were grouped into one of six types of characteristic:
- Speed and frequency characteristics: Factors relating to the frequency, duration and expediency of the game or reward.
- Playability characteristics: Factors that make gambling fun, interaction and/or engaging.
- Payment characteristics: Factors that relate to how one pays to gamble
- Reward characteristics: Factors relating to how one receives financial rewards or winnings.
- Educational characteristics: Factors that educate, protect, or provide information to players.
- Ambient characteristics: Factors that may influence the immediate situation of the game or may contribute to other factors already mentioned (e.g., the use of colour and sound).
Using this typology, Dr Parke and I argued that future research and policy initiatives may be to focus on regulating structural factors relating to payment (spending) and player awareness/education and focus less on structural factors relating to playability (which may also include reward, ambient, and speed characteristics). In this way, slot machines can continue to be fun, exciting, and play inducing, but with the eventual aim of minimizing harm.
It wasn’t until 2010 that I – along with Dr Daniel King and Dr Paul Delfabbro (both at the University of Adelaide, Australia) – developed a separate taxonomy of structural characteristics related to video game playing (published in the International Journal of Mental health and Addiction). We used some earlier empirical work that I had done with Dr Richard Wood (GamRes Ltd, Canada) back in 2004 and published in the journal CyberPsychology and Behavior. We devised a list of structural features by (a) playing a variety of video games, (b) examining and comparing known gambling structural characteristics, (c) discussing these features with players of video games, and (d) examining relevant research in the area of video game design. Our framework included the following characteristics:
- Sound, including sound effects, speaking characters and background music.
- Graphics, including high-quality realistic or cartoon-style graphics and full motion video (FMV).
- Background and setting, including whether the game is based on a story, film, or television program, and the use of realistic or fantasy settings.
- Duration of game, referring to how long the game usually takes to complete.
- Rate of play, referring to how quickly the player “absorbs” or “gets into” the game. & Advancement rate, referring to how quickly the game play advances.
- Use of humour in the game.
- Control options, referring to what the player can control in the game (including sound, graphics, and skill settings, choice of control methods, and physical feedback). &
- Game dynamics, including exploring new areas, elements of surprise, fulfilling a quest, skill development, AI interactions, collecting things, avoiding things, surviving against the odds, shooting, different ending options, different modes of transport, solving puzzles, beating times, cheats/Easter eggs, solving time limited problems, building environments, mapping, and linear/non-linear game format.
- Winning and losing features, referring to the potential to gain or lose points, finding bonuses, having to start level again, and ability to save regularly.
- Character development, referring to character development over time and character customization options.
- Brand assurance, referring to brand loyalty and/or celebrity endorsement.
- Multiplayer features, referring to various multi-player options, communication methods, building alliances, and beating other players.
Using this paper, and the gambling structural characteristics taxonomy, we developed our new video game structural characteristics taxonomy comprising five types of feature. These were: (a)
- Social features (i.e., social aspects of video game playing)
- Manipulation and control features (i.e., the role of user input in influencing in-game outcomes)
- Narrative and identity features (e.g., the role of character creation and interactive storytelling)
- Reward and punishment features (i.e., the ways in which players win and lose in video games)
- Presentation features (e.g., the visual and auditory presentation of video games).
Since developing the taxonomy, we have started to test it out empirically. Dr. King, Dr. Delfabbro and myself recently published a study investigating our structural characteristic taxonomy among 421 video game players (aged between 14 and 57 years). Our results showed that the reward and punishment features, such as earning points, finding rare game items, and fast loading times, were rated among the most enjoyable and important aspects of video game playing. There was some evidence that certain structural characteristics were stronger predictors of problematic involvement in video games than factors such as gender, age, and time spent playing. This included the use of adult content in the game, earning points, getting 100% in the game, and mastering the game. Our latest research supports the notion that some structural characteristics in video games may play a significant role in influencing problem video game playing behaviour.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK
Further reading
Fisher, S.E., & Griffiths, M.D. (1995). Current trends in slot machine gambling: Research and policy issues. Journal of Gambling Studies, 11, 239-247.
Griffiths, M.D. (1991). The observational analysis of adolescent gambling in UK amusement arcades. Journal of Community and Applied Social Psychology, 1, 309-320.
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. (1995). Adolescent gambling. London: Routledge.
Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.
Griffiths, M.D. (2005). The relationship between gambling and videogame playing: A response to Johansson and Gotestam. Psychological Reports, 96, 644-646.
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.
Griffiths, M.D. (2011). A typology of UK slot machine gamblers: A longitudinal observational and interview study. International Journal of Mental Health and Addiction, 9, 606-626.
King, D.L., Delfabbro, P.H., Derevensky, J. & Griffiths, M.D. (2012). The classification of video games with gambling themes and content: An Australian perspective. International Gambling Studies, in press.
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.
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.
King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9, 320-333.
Malone, T.W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 4, 333–369.
Video game playing, addiction, and the role of context
Over the past few years I have spent time researching the excessive playing of online games like Everquest and World of Warcraft (WoW). If you have read one of my earlier blogs, you will see that I view addictive behaviour as any behaviour that features what I believe are the six core components of addiction (i.e., salience, mood modification, tolerance, withdrawal symptoms, conflict and relapse). Online gaming involves multiple reinforcements in that different features might be differently rewarding to different people. In video games more generally, the rewards might be intrinsic (e.g. improving your highest score, beating your friend’s high score, getting your name on the “hall of fame”, mastering the game) or extrinsic (e.g. peer admiration).
In online gaming, there is no end to the game and there is the potential for gamers to play endlessly. This can be immensely rewarding and psychologically engrossing. For a small minority of people, this may lead to addiction where online gaming compromises everything else in their lives. However, playing excessively doesn’t necessarily make someone an addict. Last year, I published two case study accounts of two males who claimed that they were gaming for up to 80 hours a week. They were behaviourally identical in terms of their game playing, but very different in terms of their psychological motivation to play.
The first case was an unemployed single 21-year old male. His favourite online game was World of Warcraft and that since leaving university he had spent an average of 10 to 14 hours a day playing WoW. He claimed that WoW had a positive influence in his life and that most of his social life was online and that it increased his self-esteem. He also argued that he had no other commitments and that he had the time and the flexibility to play WoW for long stretches. Gaming provided a daily routine when there was little else going on. There were no negative detrimental effects in his life. When he got a job and a girlfriend, his playing all but stopped.
The second case was 38-year old male, a financial accountant, married and had two children. He told me that over the previous 18 months, his online playing of Everquest had gone from about 3-4 hours of playing every evening to playing up to 14 hours a day. He claimed that his relationship was breaking down, that he was spending little time with his children, and that he constantly rang in sick to work so that he could spend the day playing online games. He had tried to quit playing on a number of occasions but could not go more than a few days before he experienced “an irresistible urge” to play again – even when his wife threatened to leave him. Giving up online gaming was worse than giving up smoking and that he was “extremely moody, anxious, depressed and irritable” if he was unable to play online. Things got even worse. He was fired from his job for being unreliable and unproductive (although his employers were totally unaware of his gaming behaviour). As a result of losing his job, his wife also left him. This led to him “playing all day, every day”. It was a vicious circle in that his excessive online gaming was causing all his problems yet the only way he felt he could alleviate his mood state and forget about all of life’s stresses was to play online games even more.
I argued that only the second man appeared to be genuinely addicted to online gaming but that the first man wasn’t. I based this on the context and consequences of his excessive play. Online gaming addiction should be characterized by the extent to which excessive gaming impacts negatively on other areas of the gamers’ lives rather than the amount of time spent playing. For me, an activity cannot be described as an addiction if there are few (or no) negative consequences in the player’s life even if the gamer is playing 14 hours a day. The difference between a healthy enthusiasm and an addiction is that healthy enthusiasms add to life, addictions take away from it.
Despite the potentially negative side of online gaming, there is lots of evidence suggesting that gaming can have very positive effects in peoples’ lives. The immersive and dissociative experience of gaming can also be very therapeutic and help people deal with every day stresses and strains. Our research shows that many gamers love the fact that playing games leads to time loss. This is more positive than drug use, drinking alcohol or other activities like gambling. Simulated environments online also allow people to explore their personalities (e.g. gender swapping) and test out boundaries, something that would be difficult to do offline.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Psychology Division, Nottingham Trent University, UK
Further reading
Griffiths, M.D. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125.
The cultural influence of females in video games
As someone who has been researching in the area of video games for almost a quarter of a century, I have witnessed first hand the significant impact that video games have had in popular culture. Almost everywhere you look, you can see their influence on films, television, and popular music.
From the early 1970s to the mid-1990s, most people would probably agree that video game playing was the domain of a mainly male adolescent subculture. But that is not to say there haven’t been pivotal moments where videogames crept into more general consciousness. After Pong’s introduction in 1972 we saw more and more iconic videogames and characters flirt with the cultural mainstream, including Space Invaders in the late 1970s, Pacman in the early 1980s, and the Mario Brothers in the mid-1980s. This even spawned a film, Super Mario Bros., in 1993, which although a critical disaster marked the first real foray of videogames into big-budget movies.
For some though, the real point at which videogames became part of the cultural mainstream was the success of Lara Croft in the Tomb Raider series. When it comes to computer games, cyber-icon Lara Croft was one of the most psychologically interesting phenomena of the late 1990s. With her exaggerated bombshell figure and assertively aggressive attitude, Lara was the first sex-symbol of the digital age as well as a symbol of change within the videogame industry and wider culture.
In the UK she coincided with the rise of the ladette, the Spice Girls and Grrrl Power. She represented fearless femininity combined with a traditionally masculine drive to succeed and conquer which made her both a pin-up and a non-traditional female role model. Traditionally, cultural pastimes open up to the involvement of women thanks to torch-bearers, strong role models who inspire others in their path such as Patti Smith, Debbie Harry, Sandra Bernhardt, and Vivienne Westwood. We also witnessed this in Hollywood blockbusters with strong leading female roles for Sigourney Weaver as Ellen Ripley in the Alien films, and Linda Hamilton as Sarah Connor in The Terminator films and television series.
Then came the turn of video games. Female video gamers needed strong female icons to bring them into the fold and Lara was created partly in response to this absence. However, it was suggested that far from liking Lara, most women felt intimidated by her because she was the ultimate male fantasy. What’s more, others say that Tomb Raider was another example of men manipulating women to become their creation, their plaything – albeit digitally.
However, this is too simple a view of such a powerful cultural icon. To say that she is the ‘Page 3 girl’ of the cyber world is to look merely at the surface. Most Tomb Raider players weren’t lusting adolescents. Lara was unlike any other female that appeared in videogames before her. Up until Tomb Raider, females tended to be cast as victims of violence (e.g. Night Trap), victims to be rescued, and/or diversions from the action (Sonic the Hedgehog’s girlfriend, the princess in Super Mario). Lara on the other hand was the all-English action heroine and good-time girl. She didn’t rely on super-human powers – she was someone who worked hard and achieved more. Later versions of Lara – such as Tomb Raider: Legend – featured a less sexualised version.
Her femininity enhanced her, it neither hampered nor defined her. Although we could not now imagine Lara without her pneumatic figure, she is not labeled solely by it. She is the woman who broke away from the female whilst embracing it, a cyber-dichotomy who broke free of the perceived limitations of her sex while still retaining her femininity through her body. She achieved what women still struggle with, accepting her body in all its freakish proportions (and they are freakish) and still solving the riddle and defeating the bad guy.
Despite Lara’s influence, there are still a few video games where the female characters are ancillary, a sidekick, and/or cast in the victim role (such as the princess in Prince of Persia that has to be rescued, or sidekicks such as Mona Sax in Max Payne or Sheva Alomar in Resident Evil 5). However, there is now an abundance of strong female protagonists.
Historically, the bounty hunter Samus Aran (from the Metroid games) is held up as a positive role model in video games. In fact, most players were unaware that the lead protagonist was female until the end of the game because she wore mechanical armour. In this instance, her female characteristics were not emphasized over her viability as a video game character. Post-Lara, this is further reflected in characters such as Chun Li (Street Fighter), Nariko (Heavenly Sword), Cate Archer (No-one Lives Forever), Jill Valentine (Resident Evil), Faith (Mirror’s Edge) and Chell (Portal). Perhaps the new breed of immensely powerful female protagonists is best exemplified by Bayonetta Her character has been described as a “hardcore badass brimming with sexual energy” and a “Lara Croft without the prudishness”.
Why should women in videogames be ugly and frumpy? Gaming is a form of escapism, not a reality. We construct our fantasies with what we actually desire, not what we think we should. Look at films, look at music. The unattractive women in dowdy clothes and unflattering haircuts are nowhere to be found. Pop is full of nubile nymphets, straight out of Lolita, or vamps with Monroe-esque curves. We want to look at beauty, at sex. We want to look at Bayonetta, at April Ryan, at Cammy.
Lara Croft was the first and the original cyberbabe and brought video games into the cultural mainstream. She was (and arguably still is) highly popular not only because she was the first, but more importantly because Tomb Raider itself is a good game. That is not to say that the portrayal of women in video games has ceased to court controversy. Violence against women (such as particular scenes in the Grand Theft Auto franchise) is still present but appears to be diminishing. Therefore, digital media creators need to realize (if they don’t already) that their character representations have the power to engage or disengage their audience and players. Online games have the potential to take things to a different level. Players can create their own avatars and gender swap. They can experiment with different parts of their personalities. Some real time strategy games include women as a prominent part of the story line (such as Warcraft III, Command and Conquer). Additionally, they include female fighting units that can be created, recruited, and controlled by the player.
Strong females like Lara and Bayonetta, help shape represent modern femininity. Often described as “tough chicks” and “action girls”, they display hybrid attributes that are both masculine and feminine. These new visions of female role models offer female empowerment. However, there are clearly many different gaming audiences, and everything associated with a game and game character is subjective. Gaming has grown up and it is now possible to create unique and/or distinctive characters that have a generally broad appeal across gender, age, and gamer types – not just adolescent boys. Recent research has also shown there is a desire among many gamers to see more varied female characters in games. The significant increase in the number of strong female characters within mainstream games is not only a sign of the times but something to be applauded and built on.
Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Psychology Division, Nottingham Trent University, UK.