Refining criteria for computer-related addictions
Submitting Institution
University of BoltonUnit of Assessment
Psychology, Psychiatry and NeuroscienceSummary Impact Type
SocietalResearch Subject Area(s)
Medical and Health Sciences: Clinical Sciences, Public Health and Health Services
Summary of the impact
Our factor analytic and psychometric work distinguishing addiction from
(non-pathological) high engagement has helped stimulate public and
professional psychiatric debate about, and improved public understanding
of, Internet-related and computer game addictions. Evidence of this impact
exists on various web sites; computer game players, parents of young game
players and games designers using our work to debate the issues of whether
it is reasonable to conceive of some people being addicted, what the
indicators of addiction might be, the personality factors that might put
people at risk, and to develop strategies for preventing and dealing with
addictions.
Underpinning research
The research programme started in 1993, with a project in which John
Charlton (then a PhD student and part-time lecturer) and Paul Birkett (his
research supervisor) investigated factors leading to success on higher
education computing courses At this time the major area of interest in
pathological computing behaviour was computer anxiety. Given the project's
focus, it was therefore necessary to develop a scale measuring highly
positive attitudes towards computers; the Computer Apathy and Anxiety
Scale (CAAS) (Charlton & Birkett, 1995). This included measures of
computer apathy - engagement (a continuum running from apathy towards
computers at one end to non-pathological but highly positive attitudes
towards computers at the other end) and computer anxiety. Using this
scale, among other things, computer engagement was shown to predict
computing students' performance on higher education courses (Charlton
& Birkett, 1999).
Towards the end of the 1990s debates concerning Internet and computer
game addiction were emerging. Therefore Charlton (by then a research
fellow) decided to include a computer over-use subscale in the CAAS and to
investigate whether, because of the tendency of researchers to import
criteria for pathological gambling into the domain of pathological
Internet over-use, some studies might be confusing symptoms of high
engagement with those of addiction. During this project, data on
biological sex and psychological gender was also collected, this showing a
positive correlation between masculinity and computer engagement, that
more feminine people tended to have fewer problems with over-use of
computers, that males and females did not differ with respect to
engagement, but that males were more prone to over-use computers
(Charlton, 1999). Perhaps, more importantly, though exploratory factor
analysis confirmed the idea that, with respect to computing in general,
researchers were likely to be confusing symptoms of addiction with those
of high engagement. Specifically, it was argued that the criteria of
conflict, withdrawal, behavioural salience and relapse and reinstatement
can be considered core characteristics of computing-related addictions,
but that tolerance, euphoria and cognitive salience are more
characteristic of high engagement than of addiction (Charlton, 2002). A
further factor analytic study with Ian Danforth (a final year
undergraduate student at Whitman College, USA), verified Charlton's (2002)
findings with respect to a Massively Multiplayer On-line Role Playing Game
(MMORPG) called Asheron's Call (Charlton & Danforth, 2007). A sequel
to this latter paper focusing on the personalities of Asheron's Call
players showed that scores on a psychometric index of Asheron's Call
addiction were negatively related to extraversion, agreeableness,
conscientiousness, emotional stability, intellect and attractiveness, and
positively related to negative valence, but that, in general, minimal
relationships existed between personality variables and scores on an index
of Asheron's Call engagement. This further validated the distinction
between the addiction and engagement constructs, and also suggested that
people who might be at risk of addiction to activities such as the playing
of MMORPGs may be characterized by Asperger's syndrome-like personality
traits. (Charlton & Danforth, 2010), this latter interpretation being
consistent with the earlier sex and gender findings of Charlton (1999).
References to the research
The journal impact factor and citation statistics mentioned below as
evidence of the quality of research were collected on 3 June 2013.
Charlton, J.P., & Danforth, I.D.W. (2010). Validating the distinction
between computer addiction and engagement: Online game playing and
personality. Behaviour & Information Technology. 29(6),
601-613. DOI: 10.1080/01449290903401978. 2011 journal impact factor:
1.011. Number of article citations: 13.
Charlton, J.P., & Danforth, I.D.W. (2007). Distinguishing addiction
and high engagement in the context of online game playing. Computers
in Human Behavior, 23(3), 1531-1548. DOI: 10.1016/j.chb.2005.07.002.
2011 journal impact factor: 2.293. Number of article citations: 109.
Charlton, J.P. (2002). A factor analytic investigation of computer
addiction and engagement. British Journal of Psychology, 93(3),
329-344. DOI: 10.1348/000712602760146242. 2011 journal impact factor:
2.368. Number of article citations: 72.
Charlton, J.P. (1999). Biological sex, sex-role identity and the spectrum
of computing orientations: a reappraisal at the end of the 90s. Journal
of Educational Computing Research, 21(4), 393-412. DOI:
10.2190/6MRU-DY8D-TMDQ-NV6P. 2011 journal impact factor: 0.815. Number of
article citations: 6.
Charlton, J.P., & Birkett, P.E. (1999). An integrative model of
factors related to computing course performance. Journal of
Educational Computing Research, 20(3), 237-257. DOI:
10.2190/BTG0-7VQK-6XD3-G4C4. 2011 journal impact factor: 0.815. Number of
article citations: 10.
Charlton, J.P., & Birkett, P.E. (1995). The development and
validation of the Computer Apathy and Anxiety Scale. Journal of
Educational Computing Research, 13(1), 41-59. DOI:
10.2190/5UPE-80NP-W9WN-BE6W. 2011 journal impact factor: 0.815. Number of
article citations (this article was published before 1996 and is not on
Scopus; the following number is from Google Scholar): 15.
Details of the impact
This work helped inform professional psychiatric debate, public debate
and debate within the computer game playing and design communities as to
criteria for classifying people as pathologically over-engaged with
respect to computer-related activities in general and internet-related
activities and computer game playing in particular, and whether children
on the autism spectrum are particularly at risk of such addictions.
The work came into the public arena via dissemination activities such as
press releases by the University of Bolton and the British Psychological
Society (leading to articles in the Daily Telegraph, Daily Mirror, Daily
Mail, Daily Record, Irish Times, Metro and The Scotsman — all articles
published 3 April 2008; The Manchester Evening News — article published 27
April, 2010; Metro — article published 25 August, 2010), interviews for
newspapers (e.g. The Guardian — article published 11 March, 2011, and
syndicated in The Sydney Morning Herald, Melbourne Age and Brisbane Times
16 - 17 March 20011), magazines; Play magazine (a magazine for Sony
Playstation users), issue 179, May 2009; 360 Magazine (article published
autumn 2007), interviews on a number of radio stations (e.g. BBC Radio
Lancashire, April 2007; BBC Radio Manchester, April 2008; BBC Radio 4 iPM
November 2008), and a public presentation at the Museum of Science &
Industry, Manchester on 25 October, 2011.
The above activities have led to the use of our findings in debates via a
number of Internet sites. These include an article entitled "Is Video Game
Addiction Really an Addiction? by Elizabeth Hartney on About.com (a US
cite claiming to have 69 million visitors which "...offers expert, quality
content that helps users find solutions to a wide range of daily needs —
from parenting, health care and technology to cooking, travel and many
others"). Here, Hartney asks whether parents should worry about whether
children spending large amounts of time playing video games are addicted
in the same way that some are addicted to alcohol and hard drugs, and uses
the Charlton (2002) findings to argue that computer addictions are a
unique type of addiction that are dissimilar from phenomena such as
pathological gambling, and that children's excessive game playing can be
unhealthy. A further example of our contribution to this debate is an
essay entitled "Is internet addiction a valid psychiatric disorder?" in
the open access journal Psychiatry Online, which is aimed at the
psychiatric profession. Here, the consultant psychiatrists Sanju George
and Fionnbar Lenihan assess the evidence for and against considering the
concept of internet addiction as a valid psychiatric disorder, and cite
data from Charlton (2002) as evidence that the number of people suffering
from Internet-related addictions is over-estimated in studies which apply
DSM-IV criteria for other pathologies to computing-related activities. The
findings in Charlton and Danforth (2007) have also informed worldwide
debates in the computer gaming community as to the circumstances under
which game playing behaviours might be considered problematic. For
example, one player with the pseudonym Dr Strangelove quotes widely from
our paper in a video on tacticalgamer.com, noting our distinction between
core criteria indicating addiction and peripheral criteria which are
indicative of (non-pathological) high engagement. The 2007 paper has also
impacted on computer games development discussions, with, for example, an
article posted by Michael L. Grimes on gamecareerguide.com in July 2011
using our findings on addiction vs. high engagement to show how developers
can use psychological research outcomes to understand addiction
mechanisms, adjust the reward systems in their games to make addiction
less likely, and thereby, in extremis, avoid law suits.
In addition to informing non-academic debates about the concept of
Internet addiction and its nature, there is also Internet material showing
that members of the public use our findings to address their children's
problematic behaviours. One example is an article written by a child's
mother on the US Autism Support Network web site citing our 2008
presentation at the BPS's Annual Conference (later published as Charlton
& Danforth, 2010). Here the mother describes how our findings on
personality and addictions implying that some people with Asperger's
Syndrome (AS) might be susceptible to game playing addictions struck a
chord with her own experience and how she developed a strategy to work
with her son to moderate his video game playing. Similarly, a 2011 post on
Netmums (a prominent UK online parenting organisation with over 1.2
million members and 5 million visits annually) used our personality study
findings to warn parents of AS children that although they might consider
excessive game playing as a child self-medicating, the behaviour should be
discouraged because it hinders social development.
Sources to corroborate the impact
Evidence of the studies' impact upon public debate can be found on the
following web pages:
http://www.guardian.co.uk/technology/2011/mar/11/i-was-games-addict
http://www.brisbanetimes.com.au/digital-life/games/confessions-of-a-computer-games-addict-20110316-1bx90.html
http://www.telegraph.co.uk/earth/earthnews/3338422/Video-game-addiction-like-being-on-drugs.html
http://www.bbc.co.uk/blogs/ipm/2008/11/your_experiences_of_online_gam.shtml
http://www.priory.com/psychiatry/Internet_Addiction.htm
http://addictions.about.com/od/videogameaddiction/i/is_gaming_addiction_real_2.htm
http://www.autismsupportnetwork.com/news/video-game-addication-autism-892833202
http://www.netmums.com/coffeehouse/advice-support-40/special-needs-disabilities-support-502/596005-aspergers-children-video-game-addiction.html
http://www.gamecareerguide.com/features/975/operant_conditioning_in_.php?print=1
http://www.tacticalgamer.com/content/75-online-gaming-addiction.html