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Dive into the research topics where Richard T. A. Wood is active.

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Featured researches published by Richard T. A. Wood.


Journal of Gambling Studies | 2000

Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet

Mark D. Griffiths; Richard T. A. Wood

It has been noted that adolescents may be more susceptible to pathological gambling. Not only is it usually illegal, but it appears to be related to high levels of problem gambling and other delinquent activities such as illicit drug taking and alcohol abuse. This paper examines risk factors not only in adolescent gambling but also in videogame playing (which shares many similarities with gambling). There appear to be three main forms of adolescent gambling that have been widely researched. Adolescent gambling activities and general risk factors in adolescent gambling are provided. As well, the influence of technology on adolescents in the form of both videogames and the Internet are examined. It is argued that technologically advanced forms of gambling may be highly appealing to adolescents.


Cyberpsychology, Behavior, and Social Networking | 2004

The Structural Characteristics of Video Games: A Psycho-Structural Analysis

Richard T. A. Wood; Mark D. Griffiths; Darren Chappell; Mark Davies

There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individuals psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features. Suggestions for future research are outlined.


International Journal of Mental Health and Addiction | 2008

Problems with the Concept of Video Game “Addiction”: Some Case Study Examples

Richard T. A. Wood

This paper argues that the recent concerns about video game “addiction” have been based less on scientific facts and more upon media hysteria. By examining the literature, it will be demonstrated that the current criteria used for identifying this concept are both inappropriate and misleading. Furthermore, by presenting four case studies as examples it will be demonstrated how such claims of video game addiction can be inaccurately applied. It is concluded that the most likely reasons that people play video games excessively are due to either ineffective time management skills, or as a symptomatic response to other underlying problems that they are escaping from, rather than any inherent addictive properties of the actual games.


Cyberpsychology, Behavior, and Social Networking | 2007

Acquisition, Development, and Maintenance of Online Poker Playing in a Student Sample

Richard T. A. Wood; Mark D. Griffiths; Jonathan Parke

To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.


Cyberpsychology, Behavior, and Social Networking | 2007

Experiences of Time Loss among Videogame Players: An Empirical Study

Richard T. A. Wood; Mark D. Griffiths; Adrian Parke

Playing videogames is now a major leisure pursuit, yet research in the area is comparatively sparse. Previous correlational evidence suggests that subjective time loss occurs during playing videogames. This study examined experiences of time loss among a relatively large group of gamers (n = 280). Quantitative and qualitative data were collected through an online survey. Results showed that time loss occurred irrespective of gender, age, or frequency of play, but was associated with particular structural characteristics of games such as their complexity, the presence of multi-levels, missions and/or high scores, multiplayer interactions, and plot. Results also demonstrated that time loss could have both positive and negative outcomes for players. Positive aspects of time loss included helping players to relax and temporarily escape from reality. Negative aspects included the sacrificing of other things in their lives, guilty feelings about wasted time, and social conflict. It is concluded that for many gamers, losing track of time is a positive experience and is one of the main reasons for playing videogames.


Journal of Child & Adolescent Substance Abuse | 2004

Video Game Playing and Gambling in Adolescents: Common Risk Factors

Richard T. A. Wood; Rina Gupta; Jeffrey L. Derevensky; Mark D. Griffiths

ABSTRACT Video games and gambling often contain very similar elements with both providing intermittent rewards and elements of randomness. Furthermore, at a psychological and behavioral level, slot machine gambling, video lottery terminal (VLT) gambling and video game playing share many of the same features. Despite the similarities between video game playing and gambling there have been very few studies that have specifically examined video game playing in relation to gambling behavior. This study inquired about the nature of adolescent video game playing, gambling activities, and associated factors. A questionnaire was completed by 996 (549 females, 441 males, 6 unspecified) participants from grades 7–11, who ranged in age from 10–17 years. Overall, the results of the study found a clear relationship between video game playing and gambling in adolescents, with problem gamblers being significantly more likely than non-problem gamblers or non-gamblers to spend excessive amounts of time playing video games. Problem gamblers were also significantly more likely than non-problem gamblers or non-gamblers to rate themselves as very good or excellent video game players. Furthermore, problem gamblers were more likely to report that they found video games, similar to electronic machine gambling, to promote dissociation and to be arousing and/or relaxing.


International Journal of Mental Health and Addiction | 2010

Online Poker Gambling in University Students: Further Findings from an Online Survey

Mark D. Griffiths; Jonathan Parke; Richard T. A. Wood; Jane Rigbye

Online poker is one of the fastest growing forms of online gambling yet there has been relatively little research to date. This study comprised 422 online poker players (362 males and 60 females) and investigated some of the predicting factors of online poker success and problem gambling using an online questionnaire. Results showed that length of time as a player was positively correlated with the number of days playing per year, length of poker sessions, and financial success. However, length of time playing did not correlate with either score on DSM-IV problem gambling criteria or perceived skill. Using a stepwise multiple regression, predictors of winning play and financial success among the online players were examined. Those players who were more likely to have financial success were: (1) disciplined and avoided spending over their monthly gambling budget; (2) played at higher stake levels; (3) did not over-estimate the skill involved in poker; and (4) perceived themselves to be more skilful. A further multiple regression examined predictors of problem gambling. Results showed that problem online poker players were (1) more likely to swap genders when playing online; (2) undisciplined and spent over their allocated budget; and (3) played more frequently for longer periods of time. Even though there is some skill involved in poker, skill was not a predictor in problem gambling. These results are discussed along with implications from the findings for key stakeholders (i.e., the players, gaming industry, policy makers and researchers).


Cyberpsychology, Behavior, and Social Networking | 2004

Online data collection from video game players: methodological issues.

Richard T. A. Wood; Mark D. Griffiths; Virginia Eatough

The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.


British Journal of Guidance & Counselling | 2007

Online guidance, advice, and support for problem gamblers and concerned relatives and friends: an evaluation of the GamAid pilot service

Richard T. A. Wood; Mark D. Griffiths

ABSTRACT The paper reports one of the first ever studies to evaluate the effectiveness of an online help and guidance service for problem gamblers. The evaluation utilised a mixed methods design in order to examine both primary and secondary data relating to the client experience. In addition, the researchers posed as problem gamblers in order to obtain first-hand experience of how the service works in practice. A total of 80 participants completed an online evaluation questionnaire, and secondary data were gathered from 413 distinct clients who contacted an advisor. It was concluded that the service appears to be one of the few genuinely international guidance and ‘counselling’ services available to problem gamblers. Gambling online was the most preferred form of gambling and gambling location of GamAid clients. The service also appears to be favoured by females more than any other comparable service. Overall, the vast majority of clients were very positive about their experience of using GamAid, although there were some minor technical difficulties. In light of the findings, the utility of using online guidance and therapeutic services is discussed.


International Gambling Studies | 2001

The psychology of lottery gambling

Mark D. Griffiths; Richard T. A. Wood

Abstract This paper examines the major factors in the psychology of lottery gambling (including instant scratchcard lotteries and video lottery terminals) and argues that success is due to a number of simple and inter‐related factors. Part of the popularity of lotteries is that they offer a low cost chance of winning a very large jackpot prize, i.e. without the huge jackpot very few people would play. However, there are other important maintenance factors including: (i) successful advertising and television coverage; (ii) a general ignorance of probability theory; (iii) entrapment; (iv) manufacturing credibility; and (v) use of heuristics (e.g. illusion of control, flexible attributions, hindsight bias, availability bias, representativeness bias). The paper also argues that some types of lottery game (i.e. instant scratchcards and video lottery terminals) can stimulate excessive and problematic Play.

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Mark D. Griffiths

Nottingham Trent University

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Jonathan Parke

Nottingham Trent University

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Darren Chappell

Nottingham Trent University

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