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Competitive and Professional Gaming: Discussing Potential


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DOI: 10.4018/ijcbpl.2013010106

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International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013 67

Competitive and
Professional Gaming:
Discussing Potential Benefits
of Scientific Study
Kyle A. Faust, Chicago School of Professional Psychology, Los Angeles, CA, USA
Joseph F. Meyer, University of Rhode Island, Kingston, RI, USA
Mark D. Griffiths, International Gaming Research Unit, Nottingham Trent University,
Nottingham, UK

ABSTRACT
Competitive and professional gaming, in which video game players participate in tournaments, offers numerous
opportunities for much-needed research and enhanced knowledge about digital technology. To date, competitive
gaming has received scant scientific attention, even though it may foster the development of adaptive skills or,
in other instances, carry adverse consequences. Examining the lifestyles and successes of competitive gamers
can increase our knowledge of gaming and yield useful information about extreme or excessive involvement
in digital technology. Studying the most successful competitive gamers, who appear to develop exceptional
skills, could be highly beneficial. Suggestions for research are provided.

Keywords: Competitive, Digital Technology, Expertise, Online Gaming, Starcraft

INTRODUCTION mates; and achieve a high level of financial suc-


cess (Reeves, Brown, & Laurier, 2009). These
Professional and competitive gamers might positive qualities often characterize successful
share much in common with top professional professional competitive gamers.
chess players. They might be characterized as In contrast to the extensive literature on
those who show dedication to mastering a dif- professional chess players, however, competi-
ficult set of skills and freely teaching these skills tive gaming has not been widely researched or
to others; demonstrate persistence, discipline, recognized in the scientific and professional
and intelligence; perform with extraordinary literature on video games. Thus, this paper will
competence under intense pressure and scrutiny; argue that the area could prove to be a fruitful
work cooperatively with fellow workers or team area of future study. Although a paper such as
this would prefer to anchor descriptions and
hypotheses with established scientific evidence,
DOI: 10.4018/ijcbpl.2013010106

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68 International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013

scientific research is often lacking, and in large of thousands of dollars (e.g., Hutchins, 2008).
part motivates the current call for research in For elite competitive gamers (i.e., professional
this paper. Consequently, much of this paper gamers), the activity is a full-time job.
is opinion-based as there is little research. Competitive tournaments feature a wide
Currently, the gaming studies field primarily variety of games. According to Jake Kulinsky
depends on scientific studies in closely related (personal communication, 2012), an MLG
or allied areas while also drawing to an extent (Major League Gaming) Tournament Official,
(with considerable caution) from less rigor- games typically attracting the largest audiences
ous sources than peer-reviewed articles (e.g., and prize money are real-time strategy games,
statistics available from websites, and the per- such as Starcraft 2 and League of Legends.
sonal observations of one of the authors with Many games played competitively appear
first-hand experience in this area). Although the to demonstrate high levels of sophistication
nature and combination of these sources often in strategizing, planning, multi-tasking, and
call for tentative conclusions and positions, it timing to master, as has been indicated by
will be argued that they provide a strong basis studies on games like Counter-Strike (Reeves
for arguing the merits of initiating research in et al., 2009). As with other competitive games,
this area. professional gamers must develop a wide set
As the name suggests, competitive gaming of skills (e.g., rapid reflexes, refined hand-eye
comprises players who regularly compete in coordination, and fluid game control) to excel
tournaments organized and run by the gaming in professional circles.
community, often for large monetary gains. Starcraft and Starcraft 2, which emphasize
Secondary benefits include the recognition strategy and are among the most popular com-
and admiration of other gaming community petitive games in the Major League Gaming
members. Such tournaments are now often circuit, have certain parallels to a blitz (i.e.,
run by companies that host the events at large very fast) game of chess. The games involve
convention centers in major cities (e.g., New building an army to defeat an opponent’s army
York City, Los Angeles, Seoul, etc.). According by gathering resources with “harvester” units.
to Electronic Games Magazine (1982), tourna- Each offensive unit has various strengths and
ments have been organized since the 1980s, weaknesses, and a player must attempt to predict
beginning as far back as games played on the which units their opponent is building in order
Atari console (the first home gaming system), to defeat them. A player also must decide among
which ran competitive tournaments as soon as various courses of action contingent on their
the games were released in the United States. resources and in response to their opponent’s
Despite three decades of worldwide growth behavior. Emphasis is placed on rapid decision-
in competitive gaming, little investigation has making; spending even a second without issuing
catalogued these activities. One recent study ex- a command or building a unit could mean a loss
plored a computer game called Counter-Strike, to a skilled opponent. Furthermore, the game
noting that it had over three million players and can be played simultaneously with multiple
an annual prize of $150,000 (U.S.) (Reeves players, allowing for cooperative team play.
et al., 2009). However, these numbers likely Having briefly overviewed some of the key
pale in comparison to games such as Starcraft themes and skills involved in competitive gam-
or Starcraft 2. Similarly, although studies are ing, those in and outside of the gaming studies
lacking, studies have noted that competitive field may wonder how scientific research on
games now use Internet radio coverage with the profession can contribute to our knowledge
play-by-play commentaries, large-screen tele- of the positive and negative effects of digital
vised projections of game footage, sizeable technology. This paper therefore elaborates five
live audiences, and cash prizes in the hundreds key reasons why competitive gaming merits

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International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013 69

further scientific attention, including skills that video game players who played an online
development, career choice, prosocial behavior, protein-folding game titled Foldit facilitated
excessive use, and negative stereotypes. solving an intricate biochemical puzzle that
had previously eluded scientific researchers.
More specifically, they discovered the correct
COMPETITIVE GAMING AND molecular structure essential for designing
SKILLS DEVELOPMENT antiretroviral drugs whereas other attempts
to model the structure had failed (Khatib &
Studies show that certain video games can
DiMaio, 2011).
promote prosocial behaviors. A series of stud-
Further studies support the differences
ies by Greitemeyer and Osswald (2010) found
between novice and advanced levels of play in
that participants who engaged in playing video
video games. For instance, research has demon-
games promoting prosocial behaviors were
strated measurable differences between novice
more likely to engage in helping behaviors in
and expert game players, the latter group often
real-life events. Therefore, it can be hypoth-
demonstrating enhanced short-term memory,
esized that certain competitive games, if used
executive control/self-monitoring, pattern rec-
properly, can also promote prosocial behavior
ognition, visual-spatial abilities (e.g., object
and skill development. As further discussed in a
rotation), and task-switching efficiency, along
later section, professional success in competitive
with more efficient problem-solving skills (An-
gaming seemingly requires persistent practice
drews & Murphy, 2006; Boot, Kramer, Simons,
and sophisticated skill sets. It is likely that these
Fabiani, & Gratton, 2008; Hong & Liu, 2003;
positive effects are more substantial than the
Van Deventer, & White, 2002). In Hong and
effects of games played on a casual level. For
Liu’s (2003) study of problem-solving abilities,
instance, it can be argued that a competitive
76 Taiwanese elementary school students were
Starcraft player operates on a very different
recruited to play the video game Klotski with
level than a beginning player. More specifically
player status (i.e., novice or expert) determined
(and again using the chess analogy), novices
on the basis of operating time and number of
and intermediate players are not using the same
steps taken to solve block puzzles. Results from
level of planning or strategy as more advanced
five expert players and five novice players who
players. Novice Starcraft players typically em-
played the game while participating in a video
ploy simple strategies and act slowly, whereas
recorded think-aloud protocol (i.e., verbaliza-
advanced players are thinking multiple steps
tion of working memory content) indicated: (a)
ahead and are much faster and time efficient
a weaker relationship between operating time
in their decisions.
and number of steps for the novice group (r =
Numerous studies have demonstrated the
–0.03) relative to the expert group (r = 0.54),
benefits of gaming more generally in lieu of
and (b) significant divergence in thinking types
the positive effects of competitive gaming,
as a function of player status (i.e., expert gamers
particularly in relation to improved spatial
evidenced more analogical reasoning, whereas
cognitive benefits (e.g., Green & Bavilier,
novice gamers engaged in more trial-and-error
2007; Spence & Feng, 2010). Other studies
thinking). Thus, expert gamers utilized more
(e.g., Basak, Boot, Voss, & Kramer, 2008)
efficient problem-solving strategies.
have evaluated the potential beneficial impact
Considering such exemplars from the broad
of video game playing on executive functions
literature on skill development in playing video
in elderly populations. Additionally, studies
games, it seems reasonable to hypothesize that
have suggested that video games can provide
games played by professional gamers on a com-
an enriched medium for strategic problem
petitive level may produce even greater gains
solving (Hong & Liu, 2003; Shaffer, 2006). A
in proficiency than those commonly observed
groundbreaking recent study in this area found

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70 International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013

in other domains and circumstances. Potential 2010). When video game players are capable
differential benefits may apply to both spatial of financially supporting themselves from their
cognition and executive functions. For example, play, this matter becomes more complex. For
a competitive gamer playing a shooting game example, how would one categorize a profes-
(e.g., Counter-Strike) almost certainly faces sional video game player who was making over
considerably greater perceptual and/or cogni- $100,000 (U.S.) per year playing video games,
tive demands in these areas than novices or but was also experiencing social difficulties
intermediate-level players. Reeves et al. (2009) as a result of excessive video game use? This
provided evidence that even non-professional point is not meant to imply that a successful
Counter-Strike players demonstrate high levels professional gamer is incapable of suffering
of manual dexterity (e.g., skillfully synchroniz- pathological effects from game use, but rather
ing avatar movements and actions), a keen an- to raise the distinct possibility that professional
ticipatory sense of other players’movements and gamers will view their use as non-problematic
strategies, and rapid (albeit calculated) reactions due to the success they experience.
to opponents’ tactics. It could therefore be specu- When it comes to competitive gaming,
lated that professional Counter-Strike players many players will play excessively and spend
would have even greater skills in these areas hours and hours every single day either prac-
than non-professional players. More broadly, ticing or competing. For many competitive
studying the development of advanced gaming gamers, their whole life is dominated by the
proficiencies may provide insight into designing activity and may impact on their relationships
games and educational programs that foster skill and family life. However, this does not neces-
acquisition across various important domains. sarily mean they are addicted to playing the
The value of examining skill development and games because the excessive game playing is
transfer seems to be supported by published clearly a by-product of the activity being their
research (e.g., Day, Arthur & Gettman, 2001). job. However, it could perhaps be argued that
they are addicted to their work (and in this case,
their work comprises video game playing).
COMPETITIVE GAMING Workaholics have been conceptualized in
AS A CAREER CHOICE different ways. For instance, a recent review
by Griffiths (2011) noted that workaholics are
Competitive gaming has the potential to change
typically viewed as one (or a combination) of
the dynamics and motivations of gaming. For
the following. They (i) are viewed as hyper-
instance, if a player can make a financial liv-
performers, (ii) work as a way of stopping
ing and career from playing a video game, it
themselves from thinking about their emo-
becomes an occupation rather than a hobby.
tional and personal lives, and (iii) are overly
This raises interesting questions about the role
concerned with their work and neglect other
of context in excessive gaming and potential
areas of their lives. Some of these may indeed
addiction. Although there is ongoing scientific
be applied to competitive gamers (particularly
debate on the nature and extent of adverse
the reference to ‘hyper-performers’ and the fact
consequences associated with excessive digital
that other areas of their lives may be neglected
technology use, experts have noted that long
in pursuit of their ultimate goal). Some authors
hours of video game use alone do not indicate
note that there is a behavioural component and
video game addiction (i.e., heavy use is a neces-
a psychological component to workaholism.
sary but not sufficient criterion for addiction;
The behavioural component comprises working
Griffiths, 2010). Therefore, in order to evaluate
excessively hard (i.e., a high number of hours
problematic video game use, researchers must
per day and/or week), whereas the psychologi-
consider possible negative consequences play-
cal (dispositional) component comprises being
ers are experiencing in their lives (Griffiths,

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International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013 71

obsessed with work (i.e., working compul- Warcraft). With the emergence of virtual mar-
sively and being unable to detach from work). kets and increased economic interplay within
Again, these behavioural and psychological and between digital and real-life settings as
components could potentially be applied to humans spend increasing amounts of time in
competitive gamers. computer-generated environments (Castronova,
Griffiths (2011) also notes that there are 2003; 2005; Castronova et al., 2009; Kurzweil,
those who differentiate between positive and 1999), both competitive and non-competitive
negative forms of workaholism. For instance, professional gamers may encounter cutting-
some view workaholism as both a negative edge, revenue-generating opportunities.
and complex process that eventually affects
the person’s ability to function properly. In
contrast, others highlight the workaholics who COMPETITIVE GAMING AS
are totally achievement oriented and have per- A PROSOCIAL BEHAVIOR
fectionistic and compulsive-dependent traits.
Two of the most frequently discussed nega-
Here, competitive gaming might be viewed as
tive consequences of playing video games are
a more positive form of workaholism. Research
increased aggressive behavior (e.g., Anderson
appears to indicate there are a number of central
et al, 2008) and increased social isolation, that
characteristics of workaholics. In short, they
may result from heavy video game playing at the
typically: (i) spend a great deal of time in work
expense of spending leisure time with friends
activities, (ii) are preoccupied with work even
and family (Jansz & Martens, 2005). Although
when they are not working, (iii) work beyond
some video games can be played alone, the
what is reasonably expected from them to meet
same cannot be said for most competitive video
their job requirements, and (iv) spend more time
games. As the majority of tournaments take
working because of an inner compulsion, rather
place at an external venue (versus at home),
than because of any external factors. Again,
competitive gamers frequently interact with
some or all of these characteristics could be
other players in real-life, face-to-face situa-
applied to competitive gamers.
tions (as opposed to online virtual spaces). The
Furthermore, competitive gaming is not
community aspect of competitive gaming may
the sole means by which proficient gamers can
do more to foster social skill development than
financially support themselves. Researchers
impede it. The competitive gaming community
studying the economics of synthetic worlds
rewards social competence and encourages
(e.g., digital gaming environments) have ob-
gamers to spend time with others who have
served that gamers also procure income by
similar interests and aspirations. Players may
marketing virtual objects in Massively Multi-
often perform far better in tournaments if they
player Online Role-Playing Games (MMOR-
are well liked, respected, and admired by the
PGs) (Castronova, 2005; Lee & Lin, 2011).
best players. If players befriend a professional
These digital objects often include avatars, or
gamer, the professional gamer may be willing
characters controlled by players that interact
to help less experienced gamers improve their
with gaming environments and other players.
skills.
Each avatar has unique physical attributes and
Many large competitive gaming tourna-
skills that a player may select, purchase, and/
ments also include cooperative team events.
or develop over many hours of game play (e.g.,
This collaborative element is particularly worth
the gradual enhancement of strength, speed,
highlighting in light of Sheese and Graziano’s
weapon-wielding abilities, etc.). Consequently,
(2005) findings that cooperation in video games
avatars may be viewed as “bundles of attributes”
may encourage prosocial behaviors. Com-
(Castronova, 2003, p. 2) with monetary value,
petitive tournaments, despite being adversarial,
and many play a crucial role in certain com-
may similarly encourage prosocial behaviors,
petitive games (e.g., EverQuest and World of

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72 International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013

particularly during team events. Competitive video game use may increase as competitive
gamers are likely to experience better tourna- gaming receives more bona fide recognition as
ment performance if they show consideration a possible career choice.
toward their team mates and learn to anticipate
how their partners think. Video game players
who lack the ability to understand their team COMPETITIVE GAMING AND
mates or develop friendships will be less likely NEGATIVE STEREOTYPES
to find good gamers willing to team with them.
Competitive gaming has arguably assisted in
Reeves, Brown, and Laurier’s (2009) work
reducing some of the negative stigma associ-
also supports the importance of Counter-Strike
ated with gaming. For years, gamers in many
players anticipating the actions of their team
countries have experienced an exceptionally
mates. This anticipation likely applies to most
negative perception (Griffiths & Hunt, 1998;
professional or competitive gamers as there is
Kowert, Griffiths & Oldmeadow, 2012). It
far less margin for error among top players.
seems that many individuals label gaming as
a waste of time, played most frequently by
COMPETITIVE GAMING individuals who are socially inept, childish,
AND EXCESSIVE USE unpopular, and/or unsuccessful. Examples
of common stereotypical images associated
As noted in a previous section above, com- with video game playing include the isolated
petitive gamers are likely to play for extended adolescent “nerd” who plays video games for
periods of time and sacrifice other areas of their countless hours at the expense of social and
lives if they have the potential to make a living familial relationships (Griffiths & Hunt, 1998;
from gaming. This single-minded dedication Roberts, Foehr, Rideout, & Brodie, 1999) and
may become a problem for some players because the isolated, physically unhealthy, teenage male
the goal of becoming a professional gamer is “couch potato” (Williams, 2008; Kowert et al.,
often unrealistic. There are currently no precise 2012). These stereotypes have led many gamers
figures relating to the number of competitive to feel embarrassed of their game play and to
game players, but anecdotal evidence suggests resist participation in research studies (King,
that few professional gamers generate sufficient Delfabbro, & Griffiths, 2009).
income to support themselves financially. Al- Harmful stereotypes may be exacerbated
though viability may change in the future, at by specific research findings interpreted out of
present, the great majority of competitive gam- context. These include associations of game play
ers have little chance of becoming successful with negative outcomes, such as poor attention
and financially independent professionals. For (Swing, Gentile, Anderson, & Walsh, 2010),
this reason (i.e., the motivation to become a low school performance (Sharif & Sargent,
professional), competitive gamers may be more 2006), and increased risk of physical aggres-
susceptible to excessive use than the average sion (Anderson et al., 2008). Although some
video game player. Additionally, even success- studies reveal that certain negative stereotypical
ful professional gamers are likely to play for features (e.g., low social competence) may be
extended periods of time, as playing less than risk factors for pathological levels of gaming
eight hours each day could mean that they are (Gentile et al., 2011), recent studies have not
not practicing enough compared to other pro- found consistent or strong associations between
fessional players. Those who work with (and hours of game play and poor functioning (Fer-
treat) problematic video game players should guson & Meehan, 2010; Valadez & Ferguson,
keep this factor in mind (King, Delfabbro, 2012), and the link between violent video games
Griffiths, 2012; King, Delfabbro, Griffiths & and hostility is being called into question (Fer-
Gradisar, 2011), especially given that excessive guson & Rueda, 2010; Ferguson, San Miguel,

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International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013 73

Garza, & Jerabeck, 2012). Unfortunately, these been negatively impacted by gaming (King,
nuances become clouded in media headlines Delfabbro, & Griffiths, 2012; King, Delfab-
and lay psychology publications, where video bro, Griffiths, & Gradisar, 2011). The gaming
games are often portrayed as a slippery slope studies field also stands to gain from further
to psychopathology (Sojourner, 2011) and even research on how video games may be used to
outright antisocial and criminal behavior (Gye, promote the development of specific skills that
Keneally, & Bates, 2012). Competitive gaming can benefit individuals and society.
has the capacity to challenge and overcome some Competitive gaming, as with video game
of the aforementioned negative stereotypes and playing more generally, has psychosocial advan-
overgeneralizations, as well as stimulate further tages and disadvantages and is thus an important
research on positive outcomes associated with area to consider when evaluating gaming as a
disciplined and professional game play. whole. It may be critical to include questions
As previously mentioned, competitive about competitive gaming (and context more
gamers are rewarded for strong social skills and generally) in measures evaluating the degree,
success. For instance, a socially immature or extent, and “addictive” potential of video game
overly anxious competitive gamer will probably use (Griffiths, 2010). Furthermore, it would ap-
not make many friends and will likely develop a pear essential for psychologists to inquire about
negative reputation among peers. This negative competitive gaming in a clinical interview dur-
reputation will make it far more difficult to find ing which a client reports playing video games.
opponents with whom to practice. It will also If clients turn out to be competitive gamers,
make it more difficult for them to collaborate this will likely distinguish them in many ways
with skilled team mates. In contrast, a likable, from a person who simply plays video games
friendly, and socially skilled competitive gamer excessively for fun and/or escape.
will more likely befriend other gamers, thus Various approaches and strategies could
allowing more opportunities to find skilled be used to stimulate research into competitive
team mates and practice partners. Additionally, gaming. For example, studies could compare
if and when gaming becomes more culturally the abilities of professional or high-level
accepted, fewer gamers will feel the need to competitive gamers with everyday or far less
underreport the amount of time they spend experienced gamers to better understand (a)
playing video games. It is the authors’ opinion similarities and contrasts in capacities, and (b)
that, out of embarrassment or denial, frequent whether skills transfer to other domains. The
gamers may underreport their video game use. aforementioned study examining transfer of
skills to scientific problem solving (i.e., Khatib
& DiMaio, 2011) parallels these research aims
IMPLICATIONS FOR and also raises the intriguing possibility that
COMPETITIVE GAMING high-level gamers’ exceptional capacities and
AND FUTURE RESEARCH skill development may be applicable to impor-
tant problems in multiple areas.
The field of digital technology and gaming is
Another possibility is to utilize case stud-
constantly evolving. As such, certain areas,
ies of highly successful professional gamers.
such as competitive gaming, may prove fruit-
Such in-depth studies can generate descrip-
ful for further scientific investigation. As the
tive information that can help in formulating
study of video games and other forms of digital
hypotheses about potential differences between
technology expands, researchers would benefit
these individuals and non-competitive gamers
from consensus on criteria for identifying both
and lead to better informed and more rigorous
problematic and beneficial game use. There is
scientific investigations. How and why are some
also a need for more studies assessing treat-
competitive gamers able to succeed while so
ment interventions for individuals who have

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74 International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013

many other players try and fail? Are some of Basak, C., Boot, W., Voss, M., & Kramer, A. (2008).
these characteristics and skills (e.g., persistence Can training in a real-time strategy video game at-
tenuate cognitive decline in older adults? Psychology
and speed of mental processing) similar to those
and Aging, 23, 765–777. doi:10.1037/a0013494
seen in professional athletes or others who are PMID:19140648.
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Other research studies could examine the Boot, W. R., Kramer, A. F., Simons, D. J., Fabiani,
M., & Gratton, G. (2008). The effects of video game
social abilities of competitive gamers to appraise playing on attention, memory, and executive control.
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Castronova, E. (2003, June). The price of “man”
competitive video game players are more vul- and “woman”: A hedonic pricing model of avatar
nerable to certain negative effects compared attributes in a synthetic world (CESifo Working Paper
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such as school work. ness and culture of online games. Chicago, IL: The
This paper has attempted to convey the University of Chicago Press.
importance of further studying competitive and Castronova, E., Williams, D., Shen, C., Ratan, R.,
professional video game playing. Incorporating Xiong, L., Huang, Y., & Keegan, B. (2009). As real
this competitive aspect would be likely to benefit as real? Macroeconomic behavior in a large-scale
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Kyle Faust is currently a third-year doctoral student at The Chicago School of Professional
Psychology. He holds a masters degree in psychology. He has participated in an APA symposium
on a balanced perspective of video games, and personally presented on competitive gaming,
as well as an analysis of current video game assessment tools. He is currently involved in ad-
ditional publications on developing a random and careless response tool for digital technology
assessments. He has participated in many video game tournaments for numerous games, but
had to quit playing competitively after college. His research and clinical interests also include
various areas of addiction, neuropsychology, depression, and psychometrics.

Joseph Meyer is currently a third-year doctoral student in the clinical psychology program
at the University of Rhode Island under the mentorship of Dr. David Faust. He holds Masters
degrees in psychology from Columbia University and The College of William and Mary. His
current research interests include distinctions between science and pseudoscience in clinical
psychology, the psychology of beliefs and ideology, and psychometrics.

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International Journal of Cyber Behavior, Psychology and Learning, 3(1), 67-77, January-March 2013 77

Mark Griffiths is a Chartered Psychologist and Professor of Gambling Studies at the Notting-
ham Trent University, and Director of the International Gaming Research Unit. He has spent
over 25 years in the field is internationally known for his work into gaming and gambling. He
has published over 350 refereed research papers, three books, 70 book chapters and over 1000
other articles. He has served on numerous national and international committees and gambling
charities (e.g., National Chair of GamCare, Society for the Study of Gambling, Gamblers Anony-
mous General Services Board, National Council on Gambling etc.). He has won ten national
and international awards for his work including the John Rosecrance Prize (1994), CELEJ
Prize (1998), Joseph Lister Prize (2004) and the US National Council on Problem Gambling
Research Award (2009). He also does a lot of freelance journalism and has appeared on over
2000 radio and television programmes.

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