Books by Mark D Griffiths

The goal of the study was to validate the English version of the Smartphone Application-Based Add... more The goal of the study was to validate the English version of the Smartphone Application-Based Addiction Scale (SABAS;, which is a short and easy-to-use tool for screening the risk of smartphone application-based addiction. Another aim was to identify the most frequently used smartphone applications and their perceived importance by the participants. Data were collected online from 240 English-speaking volunteers, aged 18 to 69 years. The instruments used were the SABAS, the Nomophobia Questionnaire (NMP-Q), the Brief Sensation Seeking Scale (BSSS), the Deprivation Sensation Scale (DSS), and the Patient Health Questionnaire (PHQ-9). Participants also ranked the importance of their most frequently used smartphone applications. The six items of the SABAS yielded one component, which accounted for 52.38% of the total variance. The internal reliability of the scale was good (Cronbach's alpha 0.81). NMP-Q was a significant predictor of SABAS, explaining 17.6% of the total variance. The regression analysis, with SABAS score as the dependent variable and NMP-Q, DSS, PHQ-9, and BSSS scores as predictors, indicated that approximately 47% of the variance in SABAS was accounted for by the predictors (R 2 = 0.47). The English version of the SABAS appears to be a valid and reliable ultrabrief tool for a quick and easy assessment of smartphone application-based addiction symptoms.

Over the past decade, gambling has become a very popular activity across Europe including the gro... more Over the past decade, gambling has become a very popular activity across Europe including the growth of Internet gambling. Portugal is one of the few European countries where little research has been carried out. Given the lack of studies, a Portuguese sample (N = 1,599) was surveyed concerning their online and offline gambling habits. More specifically, the aim of this study was to identify and compare from the total sample, online pathological gamblers (PGON) (n = 171) and offline pathological gamblers' (PGOF) (n = 171) characteristics, and eventual risk factors for the development of problem gambling. Results demonstrated that PGON had different profiles compared to PGOF, although there were also similarities. Situational characteristics were much more significant for PGON than PGOF (e.g., availability, accessibility, affordability), but PGOF had higher scores than PGON on factors concerning individual characteristics (e.g., intensity of feelings while gambling, depression, suicidal ideation, etc.). Findings also showed differences concerning attitudes toward responsible gambling measures. The fact that situational characteristics are more attractive to online gamblers confirms differences between PGON and PGOF and suggests that this preferred attractiveness may enhance problem gambling potential. Further research is needed to better understand the interaction between Internet situational characteristics and the individual characteristics of gamblers, as well as the profile of the growing population of gamblers that uses both online and offline modes to gamble.
Shonin, E., Van Gordon, W., & Griffiths, M.D. (2016), Mindfulness and Buddhist-derived Approaches in Mental Health and Addiction. New York: Springer.
Kuss, D.J. & Griffiths, M.D. (2015). Internet Addiction in Psychotherapy. Basingstoke: Palgrave Macmillan.

Meyer, G., Hayer, T. & Griffiths, M.D. (2009). Problem Gaming in Europe: Challenges, Prevention, and Interventions. New York: Springer.
As a leisure activity, gambling dates back to ancient times. More recently, the surge in avenues ... more As a leisure activity, gambling dates back to ancient times. More recently, the surge in avenues for gambling—casinos, sports betting, lotteries, and remote media (e.g.,Internet, mobile phone, interactive television) among them—finds growing numbers of people losing control over their gambling behaviour, usually at great personal and financial expense. Problem Gambling in Europe is the first book to offer a robust international knowledge base compiled by an interdisciplinary panel of researchers in gambling behaviour.
Reports from 21 countries throughout Western, Eastern, Northern, and Southern Europe reveal wide variations in types of wagering activities, participation by populations, social and criminal consequences related to pathological gambling, the extent to which governments acknowledge the problem, and efforts to control it (often with the involvement of the gaming industries). For each country, noted experts discuss: (i) Current legislation regulating gambling, (ii) Forms of gambling and their addictive potential, (iii) Participation rates and demographics, (iv) Prevalence of pathological gambling, (v) National policies to address problem gambling, (vi) Prevention strategies and treatment methods.
Problem Gambling in Europe brings insight and clarity to a widespread and complex phenomenon, and will be of considerable interest to all parties working to reduce their negative effects: social science researchers in addictions, gambling behaviour, and public health; clinical, social, and health psychologists and psychiatrists; treatment practitioners; the gaming industry; regulators; and policy makers.
This report aims to raise awareness of problem gambling in the UK and provides recommendations on... more This report aims to raise awareness of problem gambling in the UK and provides recommendations on how the problem can be addressed. After examining the nature of gambling addiction in the UK, the report reviews the accessibility and availability of gambling addiction services, with the aim of raising awareness among general practitioners (GPs) and other healthcare workers of these services and other relevant treatments. The impact of the Gambling Act 2005 and the problems associated with internet and remote gambling is also considered. The report concludes with a series of recommendations aimed at healthcare professionals, policy makers and service providers. It also provides summary information on the Gambling Act 2005 and contact details for the private and charitable organisations in the UK that provide advice and support for people with gambling problems.
Griffiths, M.D. (2002). Gambling and Gaming Addictions in Adolescence. Leicester: British Psychological Society/Blackwells.
The guide gives the practitioner an understanding of why children and adolescents may come to pla... more The guide gives the practitioner an understanding of why children and adolescents may come to play fruit machines/video games to excess and includes knowledge about the risk factors involved in this. It includes practical and common–sense interventions that may be beneficial for such children and adolescents and also includes practical advice to give to parents facing their child’s behavioural addiction
Griffiths, M.D. (1995). Adolescent Gambling. London: Routledge.
Although in theory gambling is against the law for children, there is one form of gambling that y... more Although in theory gambling is against the law for children, there is one form of gambling that young people do have access to: slot machines. Adolescent Gambling addresses the issue of underage gambling and raises the crucial issue of who is to blame. Is it something about the personality of the young person or is it the addictive nature of gambling itself? Griffiths provides an overview of adolescent gambling worldwide in addition to individual case studies, treatment approaches and an insight into how the gaming industry induces young people to gamble.
Papers by Mark D Griffiths
Book chapter- Videogames as therapy: A review of the medical and psychological literature

Journal of behavioral addictions, Jan 17, 2017
Online gaming has greatly increased in popularity in recent years, and with this has come a multi... more Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be address...

Journal of behavioral addictions, Jan 17, 2017
Online gaming has greatly increased in popularity in recent years, and with this has come a multi... more Online gaming has greatly increased in popularity in recent years, and with this has come a multiplicity of problems due to excessive involvement in gaming. Gaming disorder, both online and offline, has been defined for the first time in the draft of 11th revision of the International Classification of Diseases (ICD-11). National surveys have shown prevalence rates of gaming disorder/addiction of 10%-15% among young people in several Asian countries and of 1%-10% in their counterparts in some Western countries. Several diseases related to excessive gaming are now recognized, and clinics are being established to respond to individual, family, and community concerns, but many cases remain hidden. Gaming disorder shares many features with addictions due to psychoactive substances and with gambling disorder, and functional neuroimaging shows that similar areas of the brain are activated. Governments and health agencies worldwide are seeking for the effects of online gaming to be address...

Liew, L.W.L., Stavropoulos, V., Adams, B.L.M., Burleigh, T.L. & Griffiths, M.D. (2018). Internet Gaming Disorder: The interplay between physical activity and user-avatar relationship. Behavior and Information Technology, 37, 558-574. Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD)... more Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user-avatar (game figure) relationship and physical activity (PA), respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18-29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviours using the nine-item Internet Gaming Disorder Scale-Short Form. Additionally, the Proto-Self-Presence (PSP) scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fitbit Flex) measured levels of energy consumed during real-world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that PSP functioned as an IGD risk factor and that PA acted protectively, weakening the association between PSP and IGD behaviours. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects. ARTICLE HISTORY
Background and Aims: Research has shown a potential association between problematic social networ... more Background and Aims: Research has shown a potential association between problematic social networking site (SNS) use and psychiatric disorders. The primary objective of this systematic review was to identify and evaluate studies examining the association between problematic SNS use and comorbid psychiatric disorders.

Fans watching live sport events, both mediated or in stadia, have witnessed an increase in sports... more Fans watching live sport events, both mediated or in stadia, have witnessed an increase in sports betting products. Most of these products feature in-play betting, that is, the ability to bet on a game once it has started while watching it. In-play betting has raised many concerns among responsible gambling advocates due to its perceived relationship with problem gambling behaviour. This study explored the association between in-play betting and problem gambling. More specifically, the study examined how motives for consuming sport and how involved sports fans were in watching sport affected their gambling. Also, adjacent risk behaviours to in-play betting (such as consuming junk food and alcohol) during live sports betting were examined. Using a survey comprising 659 sports bettors from Spain, the study found that compared to participants not engaging in in-play betting, in-play bettors reported higher (i) problem gambling severity, (ii) sport watching involvement , (iii) consumption of sport to escape from everyday preoccupations, and

1. Lin, C-L., Imani, V., Broström, A., Nilsen, P., Griffiths, M.D. & Pakpour, A.H. (2019). Smartphone application-based addiction among Iranian adolescents: A psychometric study. International Journal of Mental Health and Addictions, in press. Your article is protected by copyright and all rights are held exclusively by Springer Science+Bu... more Your article is protected by copyright and all rights are held exclusively by Springer Science+Business Media, LLC, part of Springer Nature. This e-offprint is for personal use only and shall not be self-archived in electronic repositories. If you wish to selfarchive your article, please use the accepted manuscript version for posting on your own website. You may further deposit the accepted manuscript version in any repository, provided it is only made publicly available 12 months after official publication or later and provided acknowledgement is given to the original source of publication and a link is inserted to the published article on Springer's website. The link must be accompanied by the following text: "The final publication is available at link.springer.com".

Although an increasing number of studies have focused on problematic smartphone use and smartphon... more Although an increasing number of studies have focused on problematic smartphone use and smartphone addiction, few of these studies have employed both quantitative and qualitative methods or employed a cross-cultural design. A limited number of studies have compared eastern and western groups. The present study investigates the prevalence and causes of problematic smartphone use among Chinese and British undergraduates. A sample of n = 778 undergraduates participated in this study (475 Chinese students and 303 British students). Students' scores on a self-report measure of problematic smartphone use were compared across country and gender. Qualitative data were analyzed using the framework approach. Chinese undergraduates reported significantly higher levels of PSU than British undergraduates , with a medium to large effect size. Females scored significantly higher than males in both groups. Chinese students reported that the sharp transition from a strictly managed high school life to a freer university life affected their level of smartphone use. This study indicates the importance of considering cultural and educational backgrounds when conducting studies on problematic smartphone use. Keywords Problematic smartphone use. Smartphone addiction. Cross-cultural study. Mixed methods design. Student smartphone use Smartphones, as mobile devices with flexible Internet access and diverse applications, are now widely used around the world. The global smartphone penetration rate has increased sharply in a short period, from 10% in 2011 to 36% in 2018 (Statista 2018a). Research has found mobile phones (and more recently smartphones) can have both positive and negative impacts (Aoki International Journal of Mental Health and Addiction https://doi.

There are many contributing factors to problematic social media use including personality differe... more There are many contributing factors to problematic social media use including personality differences, psychosocial factors, and specific use motivations. The present study (N = 444 emerging adults, 75% women) investigated the direct and indirect relationships between trait emotional intelligence and problematic social media use via social media use motives by testing a complex mediation model. Path analyses suggested that trait emotional intelligence was directly and indirectly associated with problematic social media use via two social media use motives: (i) expressing or presenting a more popular self, and (ii) passing time. Results of the present study indicate that trait emotional intelligence may have a role in the motives for using social media as well as the development and maintenance of problematic social media use. Moreover, future studies should focus mediator risk factors between trait emotional intelligence and problematic social media use.

Pornography is extensively produced, distributed, and used as a medium of entertainment around th... more Pornography is extensively produced, distributed, and used as a medium of entertainment around the world but has been little studied in Bangladesh. The present study examined the attitudes and risk factors of Bangladeshi university students' pornography consumption. A survey was carried among 313 undergraduate students at Jahangirnagar University (Dhaka, Bangladesh). The study found that 72% of students consumed pornography at least once within their entire life, and approximately half of them were occasional consumers. Approximately two-thirds (67%) encountered pornography during high school, although females typically encountered pornography much later. Logistic regression analysis showed that pornography consumption was predicted by being male, living in a rural area, being in a relationship, engaging in online activities (such as using Facebook), and watching movies. Further research is needed to further determine the behavioral patterns and associated factors that influence pornography consumption among Bangladeshi students.

In the field of psychopathology, there is high comorbidity between different disorders. Tradition... more In the field of psychopathology, there is high comorbidity between different disorders. Traditionally , support for two broad correlated dimensions of internalizing and externalizing symptoms has consistently emerged for children and adolescents. To date, oblique 2 and 3 first-order factor models (factors for externalizing and internalizing, and fear, distress, and externalizing) and bi-factor models with the corresponding two and three group factors have been suggested for common internalizing and eternalizing child and adolescent disorders. The present study used confirmatory factor analyses to examine the relative support for these models in adolescents (≥ 12 to 18 years; N = 866) and children (6 to < 12 years; N = 1233) and the reliability and convergent and divergent validities of the psychopathology factor (P-factor) and group factors in the optimum bi-factor model. All participants were from a clinic and underwent Diagnostic and Statistical Manual of Mental Disorders, 4th Edition clinical diagnosis. The findings showed that the bi-factor model with two group factors (internalizing and externalizing) was the optimum model for both children and adolescents. For both groups, findings showed relatively higher reliability for the P-factor than the group factors, although the externalizing group factor showed substantial reliability in adolescents, and both the externalizing and internalizing group factors also showed substantial reliability in children. The factors of the optimum bi-factor model also showed good convergent and discriminant validities. The implications for theory and clinical and research practice related to psychopathology are discussed.

Background and aims: Internet Gaming Disorder (IGD) has become health concern around the world, a... more Background and aims: Internet Gaming Disorder (IGD) has become health concern around the world, and specialized health services for the treatment of IGD are emerging. Despite the increase in such services, few studies have examined the efficacy of psychological treatments for IGD. The primary aim of this study was to assess the efficacy of a specialized psychotherapy program for adolescents with IGD [i.e., the "Programa Individualizado Psicoterapéutico para la Adicción a las Tecnologías de la Información y la Comunicación" (PIPATIC) program]. Methods: The sample comprised 31 adolescents (aged 12-18 years) from two public mental health centers who were assigned to either the (a) PIPATIC intervention experimental group or (b) standard cognitive-behavioral therapy (CBT) control group. The interventions were assessed at pre-, middle-, and post-treatment phases, as well as a 3-month assessment was carried out after completing the interventions. Results: No significant differences between either group in the pre-treatment phase were found. Relating to the different interventions examined, significant differences were found at pre-test and post-test on the following variables: comorbid disorders, intrapersonal and interpersonal abilities, family relationships , and therapists' measures. Both groups experienced a significant reduction of IGD symptoms, although the PIPATIC group experienced higher significant improvements in the remainder of the variables examined. Discussion and conclusions: The findings suggest that PIPATIC program is effective in the treatment of IGD and its comorbid disorders/symptoms, alongside the improvement of intra-and interpersonal abilities and family relationships. However, it should also be noted that standard CBT was also effective in the treatment of IGD. Changing the focus of treatment and applying an integrative focus (including the addiction, the comorbid symptoms, intra-and interpersonal abilities, and family psychotherapy) appear to be more effective in facilitating adolescent behavior change than CBT focusing only on the IGD itself.
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Books by Mark D Griffiths
Reports from 21 countries throughout Western, Eastern, Northern, and Southern Europe reveal wide variations in types of wagering activities, participation by populations, social and criminal consequences related to pathological gambling, the extent to which governments acknowledge the problem, and efforts to control it (often with the involvement of the gaming industries). For each country, noted experts discuss: (i) Current legislation regulating gambling, (ii) Forms of gambling and their addictive potential, (iii) Participation rates and demographics, (iv) Prevalence of pathological gambling, (v) National policies to address problem gambling, (vi) Prevention strategies and treatment methods.
Problem Gambling in Europe brings insight and clarity to a widespread and complex phenomenon, and will be of considerable interest to all parties working to reduce their negative effects: social science researchers in addictions, gambling behaviour, and public health; clinical, social, and health psychologists and psychiatrists; treatment practitioners; the gaming industry; regulators; and policy makers.
Papers by Mark D Griffiths