Daniel L. King

Daniel L. King
Flinders University · College of Education, Psychology and Social Work

M.Clin.Psych, Ph.D.

About

257
Publications
260,239
Reads
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10,138
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Introduction
Dr Daniel King is an Associate Professor in Psychology and clinical psychologist in the College of Education, Psychology, and Social Work at Flinders University. His primary research expertise is the study of technology-based problems, including online gaming, gambling, and social media.
Additional affiliations
January 2010 - present
University of Adelaide
Position
  • Research Associate

Publications

Publications (257)
Article
Full-text available
Purpose of Review Recent international developments in policy and prevention for disordered or hazardous gaming are summarized. The regional scope included the USA, UK, Australia, Germany, China, Japan, and South Korea. Recent Findings Many recent prevention studies have trialled school-based programs to train healthier Internet and gaming use hab...
Book
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Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet g...
Article
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Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was dire...
Article
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https://www.nature.com/magazine-assets/d41586-019-02776-1/d41586-019-02776-1.pdf
Article
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The inclusion of gaming disorder (GD) as an official diagnosis in the ICD-11 was a significant milestone for the field. However, the optimal measurement approaches for GD are currently unclear. This comprehensive systematic review aimed to identify and evaluate all available English-language GD tools and their corresponding evidence. A search of Ps...
Article
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Background and aims The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre a...
Article
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Background and aims: Gambling-related harm to concerned significant others (CSOs) is an important public health issue since it reduces CSOs' health and wellbeing in numerous life domains. This study aimed to 1) estimate the first national prevalence of CSOs harmed by gambling in Australia; 2) identify the characteristics of CSOs most at risk of ha...
Article
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This study aimed to examine gambling motivations for esports betting and skin gambling and their association with gambling frequency, problems, and harm. Data were collected via a cross-sectional online survey with 736 participants aged 18 + who engaged in esports cash betting (n = 567), esports skin betting (n = 180), or skin gambling on games of...
Article
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The validity of the constructs of problematic Internet or smartphone use and Internet or smartphone addiction has been extensively debated. The spectrum hypothesis posits that problematic online behaviors (POBs) may be conceptualized within a spectrum of related yet distinct entities. To date, the hypothesis has received preliminary support, and fu...
Article
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Background: Gambling and gaming disorders have been included as "disorders due to addictive behaviors" in the International Classification of Diseases (ICD-11). Other problematic behaviors may be considered as "other specified disorders due to addictive behaviors (6C5Y)." Methods: Narrative review, experts' opinions. Results: We suggest the fo...
Article
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In this brief letter, we report a new World Health Organization (WHO)-led project developing gold standard instruments to detect gaming disorder and gambling disorder following their inclusion in the ‘disorders due to addictive behaviours’ section of the eleventh revision of the International Classification of Diseases (ICD-11)
Article
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Among the important changes in the ICD-11 is the addition of 21 new mental disorders. New categories are typically proposed to: a) improve the usefulness of morbidity statistics; b) facilitate recognition of a clinically important but poorly classified mental disorder in order to provide appropriate management; and c) stimulate research into more e...
Article
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Adolescents can easily access esports betting sites and place bets using cash or skins. This descriptive cross-sectional study examined the characteristics of adolescent esports bettors and relationships between their esports betting, video gaming activities, monetary gambling participation, and at-risk/problem gambling. Two survey samples of Austr...
Article
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Gaming activities have conferred numerous benefits during the COVID-19 pandemic. However, some individuals may be at greater risk of problem gaming due to disruption to adaptive routines, increased anxiety and/or depression, and social isolation. This paper presents a summary of 2019–2021 service data from specialist addiction centers in Germany, S...
Article
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Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where st...
Article
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Background and aims Purchasing loot boxes in digital games is akin to gambling as it involves risking money for a chance-based reward of uncertain value. Research has linked buying loot boxes to problem gambling amongst adolescents, but has not examined co-occurring gambling participation. This study examined links between loot box purchasing and p...
Article
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This study compared land-based-only gamblers (LBOGs), online-only gamblers (OOGs), and mixed-mode gamblers (MMGs), based on a 2019 Australian national telephone survey (N = 15,000). It examined 1) prevalence, demographics and gambling behaviours, 2) problematic gambling, 3) most harmful gambling forms, 4) gambling-related harms-to-self, and 5) risk...
Article
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Esports betting and skin gambling involve betting on the outcomes of video game competitions and/or using virtual currencies for betting. The present study evaluated a conceptual model linking video game involvement, video-game related gambling, traditional gambling, and gambling problems and harm. Data were collected via a cross-sectional online s...
Article
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Background and aims: Previous research has identified numerous risk and protective factors of adolescent problematic gaming (PG) at the individual and social levels; however, the influence of socio-economic indicators on PG is less known. This study aimed to measure the contribution of individual and socio-economic factors involved in PG risk amon...
Chapter
Although digital media use confers many personal and social benefits, it is recognized that unrestricted and habitual use can have major negative health consequences, particularly for young people. Problematic gaming in its most serious form, for example, is recognized as an addictive disorder by the World Health Organization. In recent years, ther...
Article
Online video gaming is a popular activity among people of all ages. For some, however, gaming can become problematic. While evidence exists for the effectiveness of cognitive behavioural therapy for gaming disorder (GD), a major challenge is that adolescents and young adults, particularly males, are often reluctant to seek help and engage long term...
Article
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Participation in electronic gaming machine (EGM) gambling has declined sharply in Australia over the last two decades. At the same time, there has been a gradual slowing and decline in revenue from this form of gambling. In this paper, we use data drawn from a series of population surveys in a single jurisdiction (South Australia) to gain insights...
Article
COVID-19 public health measures, including lockdowns, have disrupted psychological service delivery for substance use and behavioural addictions. This study aimed to examine how addictions treatment had been affected by COVID-19 related factors from the perspective of addiction and mental health service providers. Participants (n=93) were experienc...
Article
The Pathways Model proposes three principal pathways into pathological or problem gambling which is predicated on two principal assumptions. The first is that risk factors can be differentiated into distinct clusters. The second is that certain preexisting individual differences, co-morbidities or circumstances contribute to an increased risk of su...
Article
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Background and aims Skin gambling uses in-game items (skins) acquired in video games, to gamble on esports, games of chance, other competitive events and privately with friends. This study examined characteristics of adolescent skin gamblers, their engagement in monetary gambling, and relationships between skin gambling and at risk/problem gambling...
Article
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The health and socioeconomic challenges arising from the COVID-19 pandemic have led to greater reliance on the internet to meet basic needs and responsibilities. Greater engagement in online activities may have negative mental and physical health consequences for some vulnerable individuals, particularly under mandatory self-isolation or 'lockdown'...
Article
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Background: There is currently considerable public policy and regulatory interest in the nature and prevalence of underage gambling. Research in this area has purported to show that adolescents are at elevated risk of problem gambling and that early exposure to gambling or gambling-like activities could be a potential precursor to future harm. Me...
Book
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The aim of this study was to update and expand upon a previous study in 2014 and evaluate how the interactive gambling environment has changed since that time. The report used a multi-stage approach to examine interactive gambling. A literature review, environmental scan, national telephone survey, national online survey of gamblers, longitudinal...
Article
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Escapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed...
Article
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Background and aims: Previous studies have reported that stronger avatar identification and negative self-concept are associated with gaming disorder (GD). This study aimed to examine the value and significance of avatars based on firsthand accounts from regular and problematic gamers, and to identify any potential links between avatar-related exp...
Article
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Background and aims Crypto-currency trading is a rapidly growing form of behaviour characterised by investing in highly volatile digital assets based largely on blockchain technology. In this paper, we review the particular structural characteristics of this activity and its potential to give rise to excessive or harmful behaviour including over-sp...
Article
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Aims Negative and Positive urgency are emotion-related impulsivity traits that are thought to be transdiagnostic factors in psychopathology. However, it has recently been claimed that these two traits are closely related to each other and that considering them separately might have limited conceptual and methodological value. The present study aime...
Article
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Problematic gaming has been linked to poor sleep outcomes; however, these associations have not yet been synthesized quantitatively. This review employed a meta-analysis to investigate the relationship between problematic gaming and sleep-related outcomes. A search of Medline, Embase, Web of Science, PsycINFO, and Google Scholar identified a total...
Article
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The specific nature of harm and functional impairment in the context of gaming disorder (GD) has received limited attention. In this study, we present one of the first concerted attempts to measure the types and degree of harm experienced by people displaying signs of problem gaming. Attempts were made to assess the extent to which types of harm we...
Conference Paper
5th International Congress of Technology Addiction will be held by the Turkish Green Crescent Society on June 2 – June 3, 2021 from 09:00 AM to 6:30 PM (GMT +3) as a virtual conference. It will be o ered through Zoom and the Green Crescent Society’s online platform. Click here for more info: https://kongre.yesilay.org.tr/en/
Article
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Recent research has shown that harm is not just a feature of problem gambling, but can also be observed in other lower risk categories. Some debates exist, however, as to the distribution of harm across these categories and how harm should be best measured. This study was designed to examine how estimates of self-reported harm are affected by the m...
Article
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Purpose of Review With its inclusion in the International Statistical Classification of Diseases and Related Health Problems, 11th Revision, gaming disorder (GD) has been officially recognized as a behavioral addiction. Etiological models of GD refer to the interaction of personal, environmental, and game-related risk factors. However, the role of...
Article
Objectives Measures from wearable devices could be a valuable supplement to mindfulness assessment and intervention. This observational study evaluated measures from a consumer-grade EEG headband (Muse, InteraXon, Inc.) as novel correlates of state mindfulness during focused attention meditation. Methods Adult participants (N = 68, Mage = 22.66, S...
Article
Little is known about the relative severity and nature of harms in different behavioural addictions. In this study, a range of harm-related questions were administered to 128 problem gamblers (M = 81, F = 45) classified using the Problem Gambling Severity Index and 72 problem gamers (M = 67, F = 5) classified using Petry et al.’s (2014) Internet Ga...
Article
Some forms of speculative trading share similarities with gambling. Decisions are often based on limited information, short-term motives for gain, and highly volatile and uncertain outcomes. Given these similarities, there is evidence to show that people who are attracted to gambling are also statistically more likely to engage in higher risk specu...
Article
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Background Problem gaming is reported by approximately 1–3% of the population and is associated with decreased health and wellbeing. Research on optimal health responses to problem gaming remains limited. This study aimed to identify and describe the key components of a person-centred approach to interventions for problem gaming for individuals who...
Article
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Models to explain persistent and excessive gaming behavior have proposed that reward characteristics in video games influence gaming behavior, yet these characteristics have received minimal empirical attention to date. The present study employed an experimental approach to examine how a near miss and other different outcomes (a win or loss with sm...
Article
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Objectives EEG neurofeedback has potential to increase the effectiveness of mobile meditation applications by providing synchronous performance feedback to meditators. This crossover trial aimed to evaluate the effects of auditory EEG neurofeedback on state mindfulness during focused attention meditation—a putative mediator of mental health benefit...
Article
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Psychosocial problems arising from excessive gaming are a public health issue across the developed world. In its most serious form, problematic gaming is recognized as gaming disorder (GD) in the ICD-11. Research has tended to focus on the value of outpatient treatment for GD, but less attention has been paid to broader prevention strategies to add...
Article
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A common assumption in many public frameworks is that the harms and behavioural risk factors associated with gambling disorder lie on a continuum. At one end is lower risk or recreational gambling, and at the other, problem or disordered gambling. Movements along this continuum are associated with gradual increases or decreases in the level of beha...
Article
Prevention and harm minimization approaches to problem gaming have become a matter of growing public health interest, following the recognition of gaming disorder and hazardous gaming in the ICD-11. The present study was the first to gather firsthand accounts of the potential options and challenges for prevention approaches among regular and proble...
Article
Some video-gaming activities feature customizable avatars that enable users to fulfil self-identity needs. Research evidence (e.g., fMRI and survey studies) has suggested that poorer self-concept and stronger avatar identification are associated with problematic gaming. Player-avatar relationships have thus been proposed to require attention in gam...
Article
Objective: The self-isolation measures employed during the COVID-19 pandemic made it dificult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming bufered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdown...
Book
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Please note that the abstract here consists of parts of the executive summary of the report, and that the full executive summary and report should be read to put all findings into context. The NSW Office of Responsible Gambling (ORG) commissioned this study into gambling and simulated gambling amongst young people aged 12-17 years in NSW. The stud...
Article
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Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed d...
Article
Full-text available
A high percentage of information-based work is now conducted in open-plan offices as opposed to traditional cellular offices. In this systematic review, we compare health, work, and social outcomes as well as employee outcomes for workers in the two environments. From a total of 10,242 papers reviewed, we identified 31 papers which met strict inclu...
Article
Full-text available
Objective: The self-isolation measures employed during the COVID-19 pandemic made it difficult for basic needs to be met, thus increasing emotional distress. It has been suggested that socially meaningful online gaming buffered emotional distress during the lockdown. This study aimed to test the protective effect of online gaming during the lockdow...
Article
Pre-commitment and limit-setting schemes have been widely discussed as potentially useful responsible gambling tools to minimize the financial harm associated with excessive gambling. Such systems allow gamblers to set time or monetary limits and can be implemented in a voluntary or mandatory form. Previous reviews have suggested that these technol...
Article
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This article suggests that the type of Internet-enabled device should not be prioritised when conceptualizing diagnostic categories of addictive online behaviours. The diagnostic distinction between "predominantly mobile" and "predominantly non-mobile" forms of Internet use disorders (IUD) is not empirically based, may not be clinically useful and...
Article
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The last decade has witnessed the rise of electronic sports (esports), yet little is known about how involvement in intensive esports relates to self-regulatory processes, such as executive functioning (EF). In this paper, we review the evidence on EF in problematic and non-problematic video-game use. We also consider research on EF in traditional...
Article
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Background and aims Loyalty programs are implemented widely by gambling operators to provide customers with additional prizes and benefits for consistent patronage. The aim of this paper was to examine whether loyalty programs were more commonly reported by higher risk gamblers in large population studies conducted in Australia. Method This paper...
Article
The distinction between gambling and gaming activities has become increasingly blurred. One of the principal causes of this is technological convergence, a term which refers to the growing co-location and interrelationship between different classes of activities. Some argue that convergence may increase the appeal and accessibility of gambling to s...
Article
Most public surveys indicate that people generally hold negative attitudes toward gambling which is considered harmful, too prevalent and not sufficiently regulated by the authorities. Despite this, reported past-year adult participation rates are often 70% or higher. In this paper, we conduct a narrative review of major studies of public attitudes...
Article
Background Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. However, few studies have examined the methodological, cultural and/or demographic factors that might ex...
Article
In recent years, there has been an increase in advocacy and social media activism in the field of gambling studies. Much of the focus of this activity has been directed toward concern about the lack of concerted government action to reduce gambling-harm as well as concern about industry influence in government policy and research agendas. It is tho...
Article
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Background: Engagement in responsible or 'positive play' strategies is known to be negatively associated with problem gambling, as indexed by measures such as the Problem Gambling Severity Index (PGSI). Less is known about whether positive play is associated with reduced harm or a greater ability to enjoy the recreational benefits of gambling. Ai...
Article
Although most people enjoy video gaming (typically online) without problems, some may experience gaming-associated harms. Psychiatrists and other health professionals may encounter individuals in treatment settings, typically young male patients, who report gaming-associated negative outcomes on interpersonal relationships, work, education, physica...
Article
Similarities between video-games and gambling have led to the proposition that video-gaming could act as a ‘gateway’ activity for gambling. In this paper, we review the major lines of evidence advanced to support this idea, including evidence for the co-occurrence of the two activities; the relationship between problem gambling and problem gaming;...
Article
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Purpose of Review This review summarizes recent studies of adolescent gambling in Australia and overseas. Its purpose is to examine variations in participation in gambling activities, including land-based and Internet gambling, and in measurement approaches to studying gambling-related problems. Recent Findings Between 15 and 80% of young people r...
Article
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Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest level of risk, it has proved difficult to find reliable evidence in support of this proposition. In this paper, we analysed statistics from major Australian community prevalence studies for the period 2011–2020 to investigate whether EGMs (in compari...
Article
Full-text available
An important consequence of adoption of public health approaches in the field of gambling studies has been the increasing emphasis afforded to gambling harm. Reducing or eliminating harm has now become the overt stated mission of many government foundations and funding bodies. A by-product of these developments has been the gradual reduction of ref...
Article
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Many governments around the world have adopted a public health (PH) approach as a framework to minimise, reduce or prevent gambling-related harm. In principle, this appears very sensible given the success of PH approaches in other areas of society: in disease control, nutrition, physical exercise and reductions in smoking. In this paper, we examine...
Preprint
Full-text available
Background Problematic gaming, including its most serious form known as gaming disorder (GD) in the ICD-11, affects approximately 1–3% of the population and can have significant negative impacts on health and wellbeing. Research to determine the optimal health system responses to GD remains limited. This study aimed to identify and describe the key...
Preprint
Full-text available
Background Problematic gaming, including its most serious form known as gaming disorder (GD) in the ICD-11, affects approximately 1-3% of the population and can have significant negative impacts on health and wellbeing. Research to determine the optimal health system responses to GD remains limited. This study aimed to identify and describe the key...