Mark D. Griffiths | |
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Education | BSc in Psychology, PhD in Psychology |
Occupation | Distinguished Professor of Behavioural Addiction |
Employer | Nottingham Trent University |
Known for | Research of "Game addiction" and "Gambling" |
Title | Director of the International Gaming Research Unit |
Mark D. Griffiths is an English chartered psychologist focusing in the field of behavioural addictions, namely gambling disorder, gaming addiction, Internet addiction, sex addiction, and work addiction. He is a Professor of Behavioural Addiction at Nottingham Trent University and director of the International Gaming Research Unit. [1] He is the author of five books including Gambling Addiction and its Treatment Within the NHS, Gambling and Gaming Addictions in Adolescence, and Adolescent Gambling. He has also authored over 600 refereed papers, 140+ book chapters and more than 1,500 articles, [1] and has won 15 awards for his research, including a Lifetime Achievement Award For Contributions to the Field of Youth Gambling in 2006 and International Excellence Award For Gambling Research in 2003 and a Lifetime Research Award For Gambling Research in 2013. [2]
Griffiths graduated with a BSc in Psychology from the University of Bradford. He began teaching in 1988 while working on his PhD at University of Exeter. He was a lecturer for the Workers' Education Association and did weekly support teaching at Exeter University. He completed his PhD thesis on fruit machine addiction at Exeter University in 1990, under the supervision of Paul Webley and Stephen Lea. [3] Having acquired his degree, in 1990 he started his first full-time lectureship at the University of Plymouth, where he also gained his teaching qualifications. In 1995 he moved to Nottingham Trent University, where he has worked since and is currently a Professor of Gambling Studies. [4]
Over the course of his career, Griffiths has served on over 20 national and international committees, including the European Association for the Study of Gambling, Society for the Study of Gambling, Gamblers Anonymous General Services Board, National Council on Gambling, and GamCare. He is an editorial board member of International Gambling Studies, Journal of Gambling Issues, International Journal of Casino and Business, International Journal of Cyber Behavior, Psychology and Learning, and Aloma: Revista de Psicologia, and has advised governmental bodies in the UK, Australia, Canada, Israel, Finland, Sweden and Norway. [2] Over the past five years Griffiths and members of the Gaming Research Unit have worked with various international and national game companies to help develop social responsibility guidelines and policies, carry out audits of social responsibility practices within online and offline gaming environments, develop harm minimisation practices within gaming environments, help design safer gaming products and assess psychosocial impact of new games, and provide research and consultancy services in the psychology of gaming practices. Some of these companies include the United Kingdom Gambling Commission, the Canadian Nova Scotia Gaming Corporation, the Irish National Lottery, and Casino Cosmopol. [5]
In early 2007, Griffiths opposed the hosting of a super-style casino in Blackpool, arguing that it "wasn't typical in terms of demographics, and that the proposed seafront location was too close to the poorest residential areas of town," and supporting the location of the casino in Manchester. [6] In 2014, Griffiths was featured in an extensive interview with RightCasino.com. [7] In the course of the discussion, he recommended that the commercial gambling industry emulate the Camelot Group, who derive their profits from a comparatively large pool of customers, thus spreading the financial and social impact of gambling losses. He also described the proclivity of adolescents to develop addictive behaviours through playing free, casino-style games on social media platforms (e.g. Zynga Poker). He criticised such games as the "number one risk factor for adolescent gambling addiction."
Griffiths' research focuses on the psychology of excessive behavior. His research interests include online research methods, internet studies, cyberpsychology, behavioural addiction, gambling addiction, video game addiction, internet addiction, exercise addiction, and sex addiction. [8] He has also conducted research in social responsibility in gambling and teaching and learning in higher education. [5] In these fields he has published over 400 refereed research papers, three books, 70 book chapters and over 1,000 other articles. He is best recognised for his work on gambling and game addiction where, for example, he explores how people from different ages are drawn to gambling. For example, he has reported that demo versions and online "skill schools" where players gamble with points rather than money appeal more to teenagers than adults. [9] Furthermore, he has established that factors such as earning points, finding rare game items, and fast loading times are more important for video game players than gender, age, and time spent playing. [10] [11]
He has written on egomania, which he defines as an obsessive preoccupation with the self, [12] teratophilia [13] and pandrogyny. [14]
A 2007 study, co-authored with Helena Cole, explored social interactions that occur both within and outside of MMORPGs. [15] Griffiths and Cole surveyed 912 MMORPG players across 45 countries. The study showed that social interactions in MMORPGs are a major component in the enjoyment of playing video games. The study also showed MMORPGs "can be extremely social games, with a high percentage of gamers making lifelong friends and partners". The study concluded that "virtual gaming may allow players to express themselves in ways they might not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age". This study is one of several that Griffiths has conducted on the topic of how video games affect social interactions.
Griffiths has received awards including: [2] [16]
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
Computer addiction is a form of behavioral addiction that can be described as the excessive or compulsive use of the computer, which persists despite serious negative consequences for personal, social, or occupational function. Another clear conceptualization is made by Block, who stated that "Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging". Computer addiction is not currently included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as an official disorder. The concept of computer addiction is broadly divided into two types, namely offline computer addiction, and online computer addiction. Offline computer addiction is normally used when speaking about excessive gaming behavior, which can be practiced both offline and online. Online computer addiction, also known as Internet addiction, gets more attention in general from scientific research than offline computer addiction, mainly because most cases of computer addiction are related to the excessive use of the Internet.
Problem gambling or ludomania is repetitive gambling behavior despite harm and negative consequences. Problem gambling may be diagnosed as a mental disorder according to DSM-5 if certain diagnostic criteria are met. Pathological gambling is a common disorder associated with social and family costs.
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.
Cyberpsychology is a scientific inter-disciplinary domain that focuses on the psychological phenomena which emerge as a result of the human interaction with digital technology, particularly the Internet.
Stanton Peele is a psychologist, attorney, psychotherapist and the author of books and articles on the subject of alcoholism, addiction and addiction treatment.
Pornography has been defined as any material in varying forms, including texts, video, photos or audio that is consumed for sexual satisfaction and arousal of an individual or partnership. The effects of pornography on individuals or their intimate relationships depend on the type of pornography used and differs from person to person. The consumption of Pornographic material could have both positive and negative outcomes.
Internet addiction disorder (IAD) can otherwise be referred to as problematic internet use or pathological internet use. It is generally defined as problematic, compulsive use of the internet, that results in significant impairment in an individual's function in various aspects of life over a prolonged period of time. Young people are at particular risk of developing internet addiction disorder, with case studies highlighting students whose academic performance plummets as they spend more and more time online. Some also experience health consequences from loss of sleep, as they stay up later and later to chat online, check for social network status updates or to further progress in a game.
Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In massive multiplayer online role-playing games (MMORPGs), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge. Sometimes the relationships players from within the game spill over into friendships or romantic relationships in the material world. In other instances, romantic partners and groups of material world friends find that playing together strengthens their bonds.
Behavioral addiction, process addiction, or non-substance-related disorder is a form of addiction that involves a compulsion to engage in a rewarding non-substance-related behavior – sometimes called a natural reward – despite any negative consequences to the person's physical, mental, social or financial well-being. In the brain's reward system, a gene transcription factor known as ΔFosB has been identified as a necessary common factor involved in both behavioral and drug addictions, which are associated with the same set of neural adaptations.
Psychology encompasses a vast domain, and includes many different approaches to the study of mental processes and behavior. Below are the major areas of inquiry that taken together constitute psychology. A comprehensive list of the sub-fields and areas within psychology can be found at the list of psychology topics and list of psychology disciplines.
Various researchers have undertaken efforts to examine the psychological effects of Internet use. Some research employs studying brain functions in Internet users. Some studies assert that these changes are harmful, while others argue that asserted changes are beneficial.
Experts from many different fields have conducted research and held debates about how using social media affects mental health. Research suggests that mental health issues arising from social media use affect women more than men and vary according to the particular social media platform used, although it does affect every age and gender demographic in different ways. Psychological or behavioural dependence on social media platforms can result in significant negative functions in individuals' daily lives. Studies show there are several negative effects that social media can have on individuals' mental health and overall well-being. While researchers have attempted to examine why and how social media is problematic, they still struggle to develop evidence-based recommendations on how they would go about offering potential solutions to this issue. Because social media is constantly evolving, researchers also struggle with whether the disorder of problematic social media use would be considered a separate clinical entity or a manifestation of underlying psychiatric disorders. These disorders can be diagnosed when an individual engages in online content/conversations rather than pursuing other interests.
Social media began in the form of generalized online communities. These online communities formed on websites like Geocities.com in 1994, Theglobe.com in 1995, and Tripod.com in 1995. Many of these early communities focused on social interaction by bringing people together through the use of chat rooms. The chat rooms encouraged users to share personal information, ideas, or even personal web pages. Later the social networking community Classmates took a different approach by simply having people link to each other by using their personal email addresses. By the late 1990s, social networking websites began to develop more advanced features to help users find and manage friends. These newer generation of social networking websites began to flourish with the emergence of SixDegrees.com in 1997, Makeoutclub in 2000, Hub Culture in 2002, and Friendster in 2002. However, the first profitable mass social networking website was the South Korean service, Cyworld. Cyworld initially launched as a blog-based website in 1999 and social networking features were added to the website in 2001. Other social networking websites emerged like Myspace in 2002, LinkedIn in 2003, and Bebo in 2005. In 2009, the social networking website Facebook became the largest social networking website in the world. Active users of Facebook increased from just a million in 2004 to over 750 million by the year 2011. Making internet-based social networking both a cultural and financial phenomenon.
The Problem Video Game Playing Questionnaire is a scale measured by using a survey containing nine yes-or-no questions. It is designed to measure the disorder commonly referred to as video game addiction. The creators of the scale and accompanying survey are Dr. Ricardo Tejeiro-Salguero, a researcher at the University of Liverpool, and Dr. Rosa María Bersabé-Moran, a Psychology professor at the University of Málaga.
Problematic smartphone use is psychological or behavioral dependence on cell phones. It is closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder.
Thorsten Quandt is the professor of online communication at the University of Münster, Germany. He has a particular interest in online communication, (online) journalism and digital media. He (co)authored more than 200 scientific articles and several books, including Participatory Journalism, which was influential in establishing the citizen journalism model. He has edited numerous books, primarily in the field of online communication and digital media, including The Video Game Debate. His work was awarded with several scientific prizes, including international Top Paper Awards, the dissertation award of the German Communication Association, and an ERC grant.
Nancy M. Petry was a psychologist known for her research on behavioral treatments for addictive disorders, behavioral pharmacology, impulsivity and compulsive gambling. She was Professor of Medicine at the University of Connecticut Health Center. Petry served as a member of the American Psychiatric Association Workgroup on Substance Use Disorders for the DSM-5 and chaired the Subcommittee on Non-Substance Behavioral Addictions. The latter category includes Internet addiction disorder and problem gambling. She also served as a member of the Board of Advisors of Children and Screens: Institute of Digital Media and Child Development.
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