Daniel L. King

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

M.Clin.Psych, Ph.D.

About

317
Publications
358,831
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Introduction
Dr Daniel King is a Professor (Research) 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 (317)
Book
Full-text available
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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Behavior frequency measures in behavioral addictions research fail to account for how engagement in the activity relates to each respondent's personal circumstances. We propose a “Red Box, Green Box” method, an alternative to conventional self-report behavior questions. Participants report two distinct time-based values: (1) Green box : time spent...
Chapter
Full-text available
Research interest in problematic gaming has increased considerably in the past decade leading the World Health Organization to classify ‘gaming disorder’ (GD) as a formal diagnosis in 2019. This chapter describes the current state of knowledge in relation to minors, as well as future research on GD along with recommendations for important stakehold...
Article
Gambling disorder is the only behavioral addiction recognized as a clinical disorder in DSM-5, and Internet gaming disorder is included as a condition requiring further research. ICD-11 categorizes gambling and gaming disorders as disorders due to addictive behaviors. Additional behavioral addictions may include compulsive sexual behavior disorder,...
Article
Gambling disorder is the only behavioral addiction recognized as a clinical disorder in DSM-5, and Internet gaming disorder is included as a condition requiring further research. ICD-11 categorizes gambling and gaming disorders as disorders due to addictive behaviors. Additional behavioral addictions may include compulsive sexual behavior disorder,...
Chapter
Full-text available
This chapter critically considers the research literature on the experiences and potential effects of gaming among young people. The effects of gaming on young people’s well-being appear complex and multidirectional, and depend on patterns, content, and context of gaming activities. Research into media effects appears to have become specialized in...
Article
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Background In the Compensatory-Dissociative Online Gaming (C-DOG; Giardina et al., 2024) model, we proposed a continuum from compensatory to dissociative gaming involvement. This continuum represents different degrees of integration between physical and virtual environments with three core processes – Active Escapism, Escape, and Dissociation – and...
Article
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In their study, Stavropoulos et al. (2023) capitalized on supervised machine learning and a longitudinal design and reported that the User-Avatar Bond could be accurately employed to detect Gaming Disorder (GD) risk in a community sample of gamers. The authors suggested that the User-Avatar Bond is a “digital phenotype” that could be used as a diag...
Article
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Background and aims Mobile phone bans in secondary schools are claimed to reduce student distraction and promote learning and face-to-face socializing. Currently, the evidence on phone bans is limited. The aim of this preregistered study was to evaluate the South Australian mobile phone ban's effects on students' problematic phone use, academic eng...
Article
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This correlational study examines the most prevalent forms of harm associated with cryptocurrency speculation and the extent to which these are related to known risk factors including the fear-of-missing out (FOMO), impulsivity and problem gambling. A total of 487 crypto investors recruited from an online panel completed measures of crypto engageme...
Article
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Purpose of Review In this paper, we review recent developments in the conceptualisation and measurement of gambling harm. Recent Findings We review the strengths and limitations of gambling-harm measures, including the Short Gambling Harm Screen (SGHS) and 7-item Domain- General Harm Screen (DGHS-7). We also review evidence concerning the distribu...
Article
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Previous studies adopting variable-centered approaches have reported the relationship between mental health variables, motivations, and problematic smartphone use. However, little is known about the heterogeneity in problematic smartphone use and how different motivations contribute to such heterogeneity. Against this background, we employed person...
Article
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Background Gaming Disorder was included as an addictive disorder in the latest version of the International Classification of Diseases (ICD-11), published in 2022. The present study aimed to develop a screening tool for Gaming Disorder, the Gaming Disorder Identification Test (GADIT), based on the four ICD-11 diagnostic criteria: impaired control,...
Article
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Background: Sports betting is becoming increasingly common among young people in the UK and Australia. There is a need to understand how the marketing of sports betting may influence risky and pathological gambling to inform policies aimed at reducing harm. This study examines whether sports betting advertising may predict problem gambling scores a...
Article
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The effects of abstinence from digital services and/or devices (aka “digital detox”) on mental health have received increased interest in recent years. Regular breaks and abstinent periods are advised to help individuals who overuse digital technology, but the psychological benefits and related consequences require empirical attention. While some s...
Article
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University study is a period of psychological vulnerability for many individuals, especially international students, due to challenges of relocation and acculturation. The aim of this meta-analytic review was to synthesize the literature on the mental health outcomes of domestic and international tertiary students. A total of 35 studies were identi...
Article
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Background and Objectives As the gaming industry experiences exponential growth, concerns about gaming disorder (GD) also grow. It is crucial to understand the structural features of games that can interact with individual characteristics of gamers to promote GD. This research consolidates the views of an international body of panelists to create a...
Preprint
Full-text available
In their study, Stavropoulos et al. (2023) capitalized on supervised machine learning and a longitudinal design and reported that the User-Avatar Bond could be accurately employed to detect Gaming Disorder (GD) risk in a community sample of gamers. The authors suggested that the User-Avatar Bond is a “digital phenotype” that could be used as a diag...
Article
Full-text available
Young people are known to be highly engaged in sports betting and therefore may be particularly susceptible to the effects of gambling-related advertising. The purpose of the present study was to examine young people’s recall of sports betting advertising during the 2022 FIFA World Cup. The sample consisted of 190 UK residents aged 18–24 who had wa...
Article
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In this article, we critically overview existing studies on compensatory and dissociative mechanisms associated with problematic gaming, with a focus on escapism. Thus, we present a theoretical model integrating current research. In the first section, we link compensatory and dissociative processes related to gaming on a continuum that corresponds...
Article
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Background and aims Internet addiction has been linked to ADHD-related symptoms. However, the direction of the relationship and its potential for reciprocal relations is not well understood. This study examined the potential reciprocal relations between the three components of ADHD and Internet addiction, as well as the moderating effects of gender...
Article
Full-text available
Gaming disorder (GD) screening often involves self-report survey measures to detect the presence of symptoms. Studies have shown that gamers' responses vary greatly across survey items. Some symptoms, such as preoccupation and tolerance, are frequently reported by highly engaged but non-problematic gamers, and therefore these symptoms are thought t...
Article
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Introduction: Despite the growing recognition of gaming disorder as a mental disorder, there is still debate about how it should be best screened for. This is especially relevant in countries where prevalence studies that could support evidence-based policymaking are still to be conducted. This study aims to evaluate the psychometric properties of...
Article
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Social chatbots powered by artificial intelligence (AI) may be particularly appealing to individuals with social deficits or conditions that affect their social functioning. In this letter, we discuss some of the noteworthy characteristics of social chatbots and how they may influence adaptive and maladaptive behaviors, including the potential for...
Article
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Recent research has focused on investigating the impact of sports betting inducements on individuals' gambling behaviour. Younger people are an important demographic, as they exhibit higher rates of sports betting engagement and are at a formative stage of life where they may be more vulnerable to potential harm. This study investigates how young p...
Article
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Background and aims Problematic Internet use (PIU) has become a global public health problem. It has been suggested that parenting style is associated with adolescent PIU. However, the evidence in favor of this view is mixed. Based on the PRISMA method, the present study employed three-level meta-analysis approach to investigate the relationship be...
Article
This paper reports a qualitative survey of experts in problem gaming and/or problem gambling from 19 countries worldwide on the impact of the COVID-19 pandemic on problematic gaming and gambling. Twenty-seven problem gaming experts reported (i) no licensing changes, (ii) few existing or newly introduced policies or regulations, (iii) overall increa...
Article
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Background: Electronic gaming machines (EGMs) are one of the most harmful forms of gambling at an individual level. It is unclear whether restriction of EGM functions and accessibility results in meaningful reductions in population-level gambling harm. Methods: A natural policy experiment using a large (N = 15,000) national dataset weighted to s...
Article
This study aimed to ascertain frequency rates and predictors of six problematic online behaviors (POBs) in an Australian sample. Participants (N = 1626) completed instruments measuring problematic online gaming, cyberchondria, problematic cybersex, problematic online shopping, problematic use of social networking sites, problematic online gambling,...
Article
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Play-to-earn (P2E) is a new form of monetised gaming based on blockchain and crypto-currency technology. Such games offer opportunities to combine gaming with speculative investment through the purchase of tradable in-game currencies and assets (non-fungible tokens). In this paper, we investigate the profile of people most likely to be attracted to...
Article
This systematic review summarizes empirical evidence on risky decision-making (objective risk and ambiguity) in specific domains of problematic use of the internet (PUI) focusing on online addictive behaviors. We conducted a pre-registered (PROSPERO: CRD42020188452) PubMed search for PUI domains: gaming, social-network use, online buying-shopping,...
Article
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Background and aims: Many new digital gambling-like activities such as loot boxes, esports betting, skin betting, and token wagering have recently emerged and grown in popularity. This scoping review aimed to: (a) synthesize the existing empirical research literature on gambling-like activities and their associations with gambling and video gaming...
Preprint
Full-text available
Background: Electronic gaming machines (EGMs) are recognised as one of the most harmful forms of gambling at an individual level. It is unclear whether restriction of EGM functions and accessibility results in meaningful reductions in population-level gambling harm. Methods: A natural policy experiment using a large (N = 15,000) nationally-represen...
Article
Full-text available
Background and aims: The inclusion of gaming disorder (GD) in the ICD-11 has generated scholarly debate, including claims about its potential stigmatizing effects on the wider gaming population. The present study aimed to estimate the effect of addiction-based and non-addiction-based conceptualizations of problem gaming on stigma of gamers DESIGN:...
Article
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Electronic sports, or esports, refer to organized video-gaming activities involving individuals or teams of individuals competing for prize money and prestige. Over the last decade, there has been a major expansion in the number of national and international tournaments and an exponential increase in the worldwide popularity of esports. Like other...
Article
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Background and aims: The concept of impaired control is central to addictive disorders, including gaming disorder in the DSM-5 and ICD-11. Impaired control refers to the recurrent inability to resist impulses to engage in certain activities or behaviours and the failure to limit or stop this engagement. Although numerous screening tools for gaming...
Article
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Background and aims Limited research has investigated how individuals' problem gaming affects significant others. The present study investigated the extent to which partners and parents were personally affected by their partner or child's problematic gaming behavior and what steps, if any, were taken in relation to treatment and other help-seeking...
Article
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Gaming disorder was officially recognized as a disorder of addictive behaviour in the International Classification of Diseases 11th revision in 2019. Since then, other types of potentially problematic online behaviour have been discussed as possible candidates for inclusion in the psychiatric nosography of addictive disorders. Understanding these p...
Article
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Screening, brief intervention, and referral to treatment (SBIRT) is a comprehensive approach to identifying people at risk of addiction, but its feasibility for gaming disorder is unknown. This study surveyed 88 clinicians from gambling, alcohol and other drugs, and youth services in New Zealand. Results indicated that the most frequent GD screenin...
Article
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The structural addictive characteristics of gambling products are important targets for prevention, but can be unintuitive to laypeople. In the PictoGRRed (Pictograms for Gambling Risk Reduction) study, we aimed to develop pictograms that illustrate the main addictive characteristics of gambling products and to assess their impact on identifying th...
Article
Gambling behaviour is likely to be strongly influenced by operant learning principles. Most forms of gambling, and most notably slot machine play, follow a random ratio (RR) schedule of reinforcement that should lead to rapid and extinction-resistant behaviour. In this paper we highlight the caveats that need to be applied when generalising animal...
Preprint
Full-text available
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents....
Article
Full-text available
The boundary between highly engaged and problematic video gaming is often debated in the behavioral addictions field. The present study assessed whether quality of life, motivational and protective factors may differentiate high-frequency gamers (i.e., those who play 30+ hours per week) who did, and did not, meet the DSM-5 criteria for gaming disor...
Article
Full-text available
Research reports positive associations between gaming disorder (GD) in adolescents and loot box purchasing but has not examined this relationship for other types of simulated gambling. This study examined whether greater engagement and expenditure in three types of simulated gambling were associated with meeting the criteria for GD in adolescents....
Article
Full-text available
Background Very few people seek in-person treatment for online behavioral addictions including gaming and gambling or problems associated with shopping, pornography use, or social media use. Web-based treatments have the potential to address low rates of help seeking due to their convenience, accessibility, and capacity to address barriers to healt...
Article
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Background and aims Play-to-earn (P2E) gaming is a newly emerging form of gaming increasingly based on blockchain technology. In this paper, we examine the mechanics and business model of these games and their potential benefits and risks for players. Methods The paper draws upon and critically synthesises the developing published literature on pr...
Article
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Simulated gambling, such as playing a virtual slot machine for points rather than money, is increasingly part of the online gaming experience for youth. This study aimed to examine (1) if youth participation in simulated gambling games is associated with participation in monetary gambling; (2) if youth participation in simulated gambling games is a...
Article
Full-text available
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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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
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Global concern about problematic usage of the internet (PUI), and its public health and societal costs, continues to grow, sharpened in focus under the privations of the COVID-19 pandemic. This narrative review reports the expert opinions of members of the largest international network of researchers on PUI in the framework of the European Cooperat...
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
Full-text available
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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Psychological core processes that underpin disorders due to addictive behaviors, including craving, inhibitory control, maladaptive decision-making, and cognitive biases, are important factors to target and modify in interventions. Mindfulness-based and neurofeedback techniques have been particularly promising interventions. The aim of the present...
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
Full-text available
COVID-19 pandemic lockdowns have had major negative effects on individuals’ mental health and psychological well-being. Isolated at home, people may engage in recreational activities such as binge-watching (i.e., viewing multiple episodes of a TV series in 1 session) as a strategy to regulate emotional states. This is the first longitudinal study a...
Article
Full-text available
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...