Paul H. Delfabbro's research while affiliated with University of Adelaide and other places

Publications (68)

Article
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Many studies have been conducted to identify potentially useful behavioural markers of harmful behaviour using online gambling data sourced from operators. However, less is known about how such markers could be used to identify higher risk products. The study examined whether certain categories and subcategories of product are more strongly associa...
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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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Gambling fallacies are a collection of error-stricken beliefs about gambling and how gambling works. Gambling fallacies, while common in the general public, appear to increase as a function of gambling severity. This being the case, many interventions have focused on reducing gambling fallacies as a means of treating problem-gambling. Less research...
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The invention of blockchain technology, coupled with the growing interest in cryptocurrencies, has given rise to a new form of monetised gaming known as “Play to Earn” (PTE). “Axie Infinity” (AI) is currently the most popular PTE game, occupying a large portion of the online gaming market. In this paper, we profile the risks and benefits of PTE gam...
Article
Family reunification is an area of high policy importance for child protection systems. The safe return of children from out‐of‐home care to their biological parents or relatives and long‐term family preservation can potentially mitigate the subsequent detrimental effects of separating children from their families. In this paper we describe one typ...
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There is growing interest in the relationship between dog temperament and owner personality. Such work has potential implications for the placement of assistance dogs and the minimization of behavioral issues arising from the interaction of owner and dog characteristics. In this study, we investigated the relationship between owner personality and...
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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...
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...
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Adolescents in out-of-home care generally have poor prospects for reunification with their birth families. However, for some adolescents in care, with deliberate support and intervention, there may opportunities for successful reunification. The Adolescent Reunification Program (ARP) is an Australian program designed to assist young people aged 12–...
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Although most people gamble safely, national prevalence rates indicate that approximately 0.2 to 1% of the Australian population experience problems with gambling. An issue that has not been extensively researched in Australia is whether the nature of gambling, and the associated harms is consistently observed across the nation. In particular, are...
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Hairdressing is one of the few non‐health professional occupations where workers physically interact with clients, who are often comfortable in confiding private information to them. Despite this, relatively little is known about how hairdressers understand and experience this role as informal confidants. This study aimed to address this using an i...
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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
This systematic review synthesized current knowledge about the prevalence of adverse childhood experiences (ACEs) among young people known to have offended and examined evidence of associations between ACEs, trauma symptoms, and offending behavior. A systematic search of English-language, peer-reviewed studies published from the year 2000 onwards w...
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Organisations and security professionals design Security Education, Training, and Awareness (SETA) programs to improve cybersecurity behaviour, but they are often poorly received by employees. To understand employee negative perceptions of SETA programs, we conducted in-depth interviews with 20 Australian employees regarding their experiences with...
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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...
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Cybersecurity fatigue is a form of work disengagement specific to cybersecurity. It manifests as a weariness or aversion to cybersecurity-related workplace behaviors or advice and occurs as a result of prior overexposure to cybersecurity-related work demands or training. While some previous theoretical conceptualizations of cybersecurity fatigue ar...
Article
Public attitudes toward gambling have important implications for people’s engagement in the activity and receptivity to regulatory reforms. Such views are likely, however, to be influenced by variations in market conditions, perceptions of regulations and personal exposure to gambling. This article examines whether differences in gambling attitudes...
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Volatility refers to the variability of bet outcomes in gambling and has been recognized as a potentially important influence on behavior. The research literature has developed competing ideas for how different behavioral responses to volatility might influence player risk. However, few empirical studies have investigated how volatility influences...
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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...
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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
A significant international child protection issue is the gradual increase in the number of children in statutory out-of-home care (OOHC). This has led to strong policy interest in family reunification or family restoration; however, dedicated reunification programs that aim to reunify children who have been in care longer-term appear to be rare. I...
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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...
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The concept of self has become increasingly relevant to understanding the psychological mechanisms of problematic online gaming. Many gaming activities feature in-game avatars that enable the adoption of, and experimentation with, different roles and identities. Avatars enable players to compensate for perceived deficiencies in their real-world sel...
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Background The introduction of an adult onset Separation Anxiety Disorder in the DSM-V recognises that separation anxiety can occur at any stage across the lifespan. In this paper, we examine whether adult separation anxiety, which is known to occur when people are apart from other people close to them, can also develop when people are separated fr...
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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...
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Aim Critics of gaming disorder (GD; i.e., Internet gaming disorder in the DSM-5; Gaming disorder in the ICD-11) have expressed concerns about the potential risks of misclassification (e.g., false positives). An important consideration of relevance to this discussion is the extent to which commonly used screening instruments contain appropriate, sen...
Article
A recent innovation contributing to the massive growth and profitability of the gaming industry has been the development of in-game monetisation. In-game purchasing features (e.g. ‘loot boxes’, ‘skins’, and other microtransactions) have also generated debate in some jurisdictions as to whether some activities constitute a form of gambling. This bri...
Article
Background & aims: Inflammatory bowel diseases (IBD) are associated with high psychosocial burden and economic cost. Integrating psychological care into routine management might lead to savings. We performed a 2-year investigation of the effects of integrated psychological care in reducing healthcare use and costs. Methods: We performed a prospe...
Article
Monetized video games have received academic and regulatory scrutiny following concerns that these products may foster addiction-like behaviors, including compulsive spending. Previous studies have reported that individuals with markedly higher in-game financial expenditure are more likely to endorse symptoms of addictive behavior (i.e., gaming or...
Chapter
This chapter examines the nature and prevalence of adolescent gambling, its social and psychological correlates, and the extent to which gambling can contribute to problematic behavior and harm. Adult gambling patterns are often established during the teenage years and this is particularly true for boys. Some young people display many of the behavi...
Chapter
There is growing recognition that unrestricted screen time, particularly in younger people, can lead to harm and that gaming can be highly time-consuming and addictive for some vulnerable individuals. These developments have led to the recognition of gaming disorder (GD)—sometimes termed “video game addiction”—a disorder characterized by persistent...
Chapter
The extent to which young people engage in addictive behaviors, how they are affected, and whether they receive appropriate assistance has a broader social and political context. Drug policies in particular are highly political; such policies can change very quickly and are becoming highly variable around the world. It is useful to examine how broa...
Chapter
This chapter provides an introduction to gaming disorder (GD), also known as ‘video game addiction’, which is an acquired addictive disorder officially recognized in the ICD-11. Gaming disorder is also listed as a condition for further study in the DSM-5. Gaming disorder refers to persistent or recurrent gaming behaviour, characterized by impaired...
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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
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relat...
Chapter
This chapter examines how academics working in the field of gambling studies understand the concept of responsible gambling (RG). The authors begin with a discussion of the concept, theory, and objectives underpinning RG. They discuss the varying definitions of RG and how it has been featured in recent applications of public health theory in the ga...
Article
This volume reflects the perspectives of a diverse group of primary stakeholders interested in responsible gambling activities and programs. It also marks a watershed moment in the activities of the International Group on Responsible Gambling. The Reno Model, introduced by Blaszczynski, Ladouceur, and Shaffer in 2004, has provided the seminal archi...
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Background and aims: Inflammatory bowel disease is associated with psychosocial issues which reduce quality of life and impair medical management. However, these issues are rarely addressed in routine care. A model of integrated psychological screening and intervention was trialled to measure prevalence, patient participation, and potential benefi...
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To reduce the threat caused by phishing attacks, it is vital to investigate why some phishing attacks are successful, and why some people are more susceptible to them than others. To examine this, we used a social influence framework, and applied the Susceptibility to Persuasion Strategies scale within a dual-process model of persuasion framework....
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Video games are becoming increasingly monetized with the addition of in-game purchasing options, which has prompted some comparisons of these products to electronic gaming machines. The expansion and sophistication of ‘microtransaction’ options in online games (e.g., ‘loot boxes’) has also led to concerns about vulnerable users (e.g., adolescents)...
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Objective While there is sufficient research and clinical evidence to support the inclusion of gaming disorder in the latest revision of the International Classification of Diseases (ICD‐11), relatively little is known about the effectiveness of first‐line psychological treatment for gaming disorder or Internet gaming disorder (IGD) as it is listed...
Article
There is now convincing evidence that childhood maltreatment is associated with youth offending; however, relatively little is known about the characteristics and needs of those who are involved in both the child protection and youth justice systems, and the extent to which these might differ according to level of child protection involvement. This...
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Predatory monetization schemes (e.g., 'loot boxes') in video games are purchasing systems that disguise or withhold the long-term cost of the activity until players are already financially and psychologically committed. Such schemes contribute to the increasing similarity of gaming and gambling and the potential for financial harm for those with In...
Article
Adolescents who engage in habitual digital gaming activities may be at risk of gaming disorder. Regular periods of gaming abstinence may reduce gaming urges and control gaming at healthy levels. This study examined the impact of 84-hour gaming abstinence on withdrawal, affect, and psychological distress in adolescent habitual gamers. A two (Group:...
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Internet gaming disorder (IGD) is a proposed condition that refers to persistent gaming leading to clinically significant impairment. However, there have been few attempts to study the different types and degrees of harm caused by IGD. This commentary describes some of the negative intrapersonal and interpersonal effects of an extreme time investme...
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Anecdotal evidence indicates that supplementation with vitamin B6 (pyridoxine) before bed can enhance dream vividness and recall. In a single pilot study, Ebben, Lequerica, and Spielman (2002) found that vitamin B6 had a dose-dependent effect of increasing scores on a composite measure of dream vividness, bizarreness, emotionality, and color. The p...
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Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming a...
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Background and aims The criterion of tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent gaming. However, this focus on “need for gaming time” may overlook some of the broader motivations, outcomes, or effects of gaming that underlie excessive play. This study aimed to explore regular and problematic gamers’...
Article
Tolerance in DSM-5 Internet gaming disorder (IGD) refers to a need for increasing time spent in gaming activities. However, the focus on ‘time’ has been criticized for being a superficial imitation of tolerance in substance-based addiction. Gaming tolerance may require a broader conceptualization of its motivational and cognitive features. The pres...
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Background and aims Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Methods A total of 14 studies in the past decade were evaluated. Family-related variables includ...
Article
The purpose of the present study was to extend the external validity of an earlier longitudinal study of school leavers by including participants from a representative sample of secondary schools. Questionnaires were administered annually to a sample of South Australian school leavers over a 10-year period. At Time 1 participants were in the last c...

Citations

... Most of the 12 items (see Table 1) comprise actual gambling behavior that has been associated with problem gambling in the empirical literature. Item 1 comprises frequent depositing (i.e., reloading electronic wallets during a gambling session) which has been identified as indicative of problem gambling (Challet-Bouju et al., 2020;Delfabbro et al., 2023;Hing et al., 2015;Ukhov et al., 2021). Items 2 and 3 both comprise chasing losses which is a common item in problem gambling screens (e.g., Orford et al., 2010;American Psychiatric Association, 2013) and has been empirically tested as being associated with problem gambling using account-based tracking data (Auer & Griffiths, 2022a;Catania & Griffiths, 2022). ...
... In an interesting meticulously designed study, Galanis et al. [1] investigated the effect of gaming health information on stigma related to gaming disorder using three different vignettes of young male adults (problem, regular and casual gamers). The effect of biomedical accounts of gaming disorders on the stigma associated to this condition is apparently scarce, while biases linked to diagnostic confirmation probably play a more important role. ...
... (3) Different stakeholders should work together; and finally (4) the choice of RG interventions should be guided by scientific research rather than ideology, political imperatives or anecdotes (Blaszczynski et al., 2004;Shaffer et al., 2019). Wood and Griffiths (2015) introduced the concept of PP centered on the premise that, in general, players likely would identify more with the term "positive play" than "responsible gambling." ...
... However, the initial success of these games was short-lived, as gamers chose to cash in profits rather than reinvest and spend the coins earned in-game. This trend led to a rapid downfall of PTE games, resulting in a sharp decline in the market price of game coins and NFTs [1,8]. Regardless, the development of a sustainable PTE game could herald a new era in video gaming. ...
... All participants in this study identified themselves as female and therefore these findings likely reflect a more female experience. Having an all-female cohort was unsurprising, as female-dominated participant groups are common in companion animal studies (Cowling et al., 2020;Plueckhahn et al., 2023;Qian Lau & Oliva, 2023;Reese et al., 2022). However, future studies may consider addressing recruitment strategies to attract a wider range of genders. ...
... y/o TM. (21,22) Adicionalmente, investigaciones realizadas en población con adicción a videojuegos de países con experiencia en rehabilitación de este tipo de adicciones, reportan un empeoramiento sintomático en adolescentes con estas problemáticas durante el confinamiento por la pandemia. (23) Otros problemas que afectaron a la población infantil y adolescente y cuya frecuencia también aumentó debido al distanciamiento social y la implementación de la educación incluyeron el uso de sustancias psicoactivas, la violencia intrafamiliar y otras formas de violencia distintas a la escolar, como el abuso sexual infantil; además, es importante mencionar que la denuncia de estas situaciones ante las autoridades pertinentes (policía y servicios sociales) disminuyó durante el confinamiento por la pandemia. mediación, consejería o terapia de familia), señalan que los participantes reportaron mejoras en términos de bienestar y satisfacción con la vida como resultado de la implementación de la educación virtual durante el cierre de sus escuelas, y relacionadas con aspectos como una mayor cohesión familiar (mayor disponibilidad de tiempo para compartir con la familia y mayor tiempo libre para realizar actividades personales diferentes a los académicas) y no tener que desplazarse a las instituciones educativas. ...
... Finally, and as noted above, all of the studies identified in this meta-analysis used correlational (non-experimental) designs. Future studies that use more robust experimental designs to examine potential causal associations among digital stress components and outcomes will afford stronger conclusions upon which to build clinical interventions (King et al., 2022). For example, experimental studies might manipulate adolescents' and young adults' experiences of the different DS components to observe the effects of DS on psychosocial distress. ...
... Page et al., in their study on hairdressers in Australia in 2021, reported that they felt insignificant and emotionally exhausted and needed support. However, they had a high rate of job satisfaction [38]. It was observed that the hairdressers who participated in the present study had a high rate of associating lower extremity fatigue with their profession. ...
... The aim of the present study was to explore how gamers experience their user-avatar relationship in videogames, with a particular focus on elements relating to the PE both during and after gameplay using thematic analysis. Thematic analysis has previously been used in a number of studies relating to various aspects of videogame playing and videogame avatars, including experiences of female gamers (McLean & Griffiths, 2013;McLean & Griffiths, 2019); attitudes, feelings, and experiences of online gamers (Hussain & Griffiths, 2009); motivation and the game-self (Kartsanis & Murzyn, 2016); experiences relating to videogame challenge (Petralito et al., 2017); videogame 'modding' (i.e., player alterations to videogame data files to change aspects of the game; Curtis et al., 2022); reactions to self-representational avatars (Baysden, Mendoza, Callender, Deng, & Thompson, 2022); problematic gamers' player-avatar interactions (Green, Delfabbro, & King, 2021); and Game Transfer Phenomenon (GTPi.e., transfer of virtual gaming experiences to the physical world through sensory perceptions, mental processes, and involuntary changes to behaviour or automatic actions); Ortiz de Gortari et al., 2011). Although these studies have provided valuable insight into various aspects of videogames and the user-avatar relationship, to date there has not been any attempt to specifically explore the PE in videogames using qualitative methods, despite the accumulated quantitative research evidence demonstrating that this phenomenon can have a notable effect on gamers both during and after gameplay. ...
... Moreover, to address the critiques of specific criteria, the ICD-11 diagnosis only comprises those criteria, which have wide support, especially among professionals from the clinical field (Castro-Calvo et al., 2021). Nevertheless, the inclusion was highly criticized by the gaming industry and some researchers, the majority of whom were working in the field of media psychology and gaming studies (Ferguson & Colwell, 2020;Galanis, Delfabbro, & King, 2021). ...