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Biomedical subjects

Mark D Griffiths

Publications and source records attributed to Mark D Griffiths.

11 recordsLinked to original sources

Physical Appearance Anxiety and Eating Disorders Symptomatology: A Systematic Review and Meta-Analysis.

The present study aimed to assess the link between physical appearance anxiety (PAA) and eating disorder (ED) symptomatology by a meta-analysis of existing literature. Eligible studies were searched across six electronic databases up until November 20, 2025. Pooled effect sizes (r) were calculated using random-effects models. Potential variables that influence effect heterogeneity were analyzed by univariable and multivariable meta-regressions. Influence analyses and a three-parameter selection model (3PSM) were used to assess robustness of the results and publication bias. Twenty-seven effect sizes from 21 studies (N = 5261) were obtained. The results indicated a strong association (i.e., r = 0.559) between the two variables under consideration, which was notably stronger (i) among females compared to males; and (ii) for overall eating disorder symptoms rather than bulimic symptoms. The results of this study advocate for further investigation into the effectiveness of addressing anxiety responses related to personal body traits, particularly among females, within the context of preventing and treating eating disorders.

Humans↗

Women's hedonic ratings of body odor of heterosexual and homosexual men.

Men's body odor influences women's mate choice and individual variation among traits affects hedonic perceptions of this odor (e.g., immune system characteristics). Previous research by Sergeant (2002) indicated that one such characteristic is sexual orientation: body odor from homosexual men was perceived by heterosexual women as more hedonically pleasing than that of heterosexual men. The current study re-examined the influence of men's sexual orientation on women's perceptions of body odor. Homosexual (n=10) and heterosexual (n=9) men produced samples of body odor using T-shirts under equivalent environmental conditions. Heterosexual women (n=35) rated these samples, and a set of unused T-shirts, using a series of hedonic scales. Women rated the body odor of homosexual men as being comparatively more pleasant, sexier, and more preferable than that of heterosexual men but not significantly different from the unused T-shirts. This finding was consistent with contemporary research demonstrating that an individual's sexual orientation significantly impacts their olfactory function, both in terms of body odor production and olfactory perceptions of certain compounds.

Adult↗

Adolescent lottery and scratchcard players: do their attitudes influence their gambling behaviour?

This paper examines the link between attitudes and behaviour in relation to adolescent participation on the National Lottery and scratchcards by applying the theory of planned behaviour. A questionnaire constructed by the authors was administered to a sample of 1195 adolescents between the ages of 11 and 15 years (550 male, 641 female, 4 unspecified). In this paper, all data relating to factors associated with adolescent attitudes toward the National Lottery and scratchcards, and the links with any subsequent gambling behaviour, were analysed. Results revealed that young people's attitudes are an accurate predictor of their gambling behaviour on these activities, and that social cognitive theory provides an explanation of how these attitudes may develop. In light of these findings, a number of suggestions are given on how to discourage young people from gambling.

Adolescent↗

The structural characteristics of video games: a psycho-structural analysis.

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

Adolescent↗

Demographic factors and playing variables in online computer gaming.

Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).

Adolescent↗

Online data collection from video game players: methodological issues.

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

Data Collection↗

Breaking the stereotype: the case of online gaming.

Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.

Adolescent↗

Adolescent perceptions of the National Lottery and scratchcards: a qualitative study using group interviews.

Recent research has consistently shown that a small but significant minority of youth engage in illegal lottery and scratchcard gambling. It is clear that most adolescents experience few gambling-related problems as a result of lotteries and scratchcards. However, it is less clear how gambling may be affecting them at a more general level. The present study set out to examine in more detail the perceptions identified in a previous survey. The study provided an opportunity for the participants to articulate and outline what they thought were the most salient issues through the use of semi-structured group interviews. Six separate group interviews took place (three groups of six adolescents and three groups of seven adolescents) aged 11-15 years. Results revealed many salient themes including winning money, socialization, different forms of excitement associated with these activities (entertainment, the fantasy of winning, and the "buzz"), control, (personal choice, luck, chance), and awareness of social problems. These are discussed in relation to the previous survey literature.

Adolescent↗

Adolescent accounts of the UK National Lottery and scratchcards: an analysis using Q-sorts.

The study examined adolescents' accounts of the UK National Lottery and scratchcards. Q-sorts were used to examine the views of 62 participants aged between 11 and 15 years of age. Findings identified four distinct accounts in relation to the National Lottery (Moral Opposition, Luck Seeking, Rationalist, & Uncertainty), and four distinct accounts in relation to scratchcards (Scepticism, Thrill-Seeking, Rationalist, & Libertarian). Some of the accounts identified described the UK National Lottery and scratchcards as bona fide forms of gambling. Reports indicated that adolescents were pessimistic about the chances of winning large sums of money, while other accounts demonstrated gambling misperceptions particularly in relation to their belief in luck and the laws of probability. It is argued that to fully understand why adolescents take part in these activities it is important to consider the diverse ways that adolescents represent these activities. These differing representations will have consequences for measures aimed at reducing, preventing, or treating adolescent problem gambling. The utility of Q-sorts as a technique for examining the views of problem and non-problem gamblers is also discussed.

Adolescent↗