Tag: Mental Health

  • Is Video Game Addiction Real?

    Is Video Game Addiction Real?

    Content Notes: Discussion of Gambling Addiction, Substance Abuse and Video Game Addiction

    I like to play video games. As this is being written, I am slowly making my way through Sea of Stars and have hopes to finish playing In Stars and Time. Although I am a child of the 2000s, I was raised on my older sibling’s consoles, like the Nintendo 64 and PS1. And since then, games have never left my life. Though my tastes are for turn-based RPGs, even I didn’t escape the cultural zeitgeist that is gaming addiction. So today and for the next couple of essays, I want to unpack the psychology behind disordered gaming and if games can be destructive.

    An Addiction to Pathology

    For as long as there have been video games, there has been psychological discussion of its possible addictive properties. Before the internet was but a gleam in a collection of nerd’s eyes, case studies of Space Invaders Obsession, Computer Catatonia and Video Game Addiction appeared in academic journals.[1] However, the first large-scale study to examine problematic gamers, the preferred term by researchers, was in 1989 by Shotton.[2]

    Shotton committed an error that is going to become a recurring theme over the course of this essay, as he failed to distinguish between pathological gaming and healthy pre-occupation.[1][2] The difference is primarily semantics but also key to understanding most clinical disorders.

    To rise to the level of a disorder, the person needs to not only think about an activity a lot, but be so fixated that it is detrimental to their physical, mental and/or social health or the wellness of others around them. Merely being a kid who plays for multiple hours on a weekend hardly rises to this.

    Space Invaders by SuperxTramp
    Retrieved From: Deviantart

    The issue would continue within the 1990s research and it was not until the early 2000s where there was more empirical studies, driven by the boom in Massive Multiplayer Online Role Playing Game (MMORPG) as a novel vector for possible dependence.[1] From this wealth of theoretical essays and psychometric studies, we arrive at 2014, when the 5th revision of the American psychiatric manual (DSM-5) was released.

    A 12 person panel was convened to evaluate all the evidence for behavioural addictions, that is fixations outside of drugs.[3] The only clinically recognised behavioural addiction is Gambling Addiction. However, Internet Gaming Addiction (IGA) was included in the conditions for further research, with the following clinical symptoms (as of 2022):[4]

    • Preoccupation with gaming
    • Withdrawal symptoms when gaming is taken away or not possible (sadness, anxiety, irritability)
    • Tolerance
    • Inability to reduce playing
    • Giving up other activities, loss of interest in previously enjoyed activities due to gaming
    • Continuing to game, despite problems
    • Deceiving family members or others about the amount of time spent on gaming
    • The use of gaming to relieve negative moods, like guilt or hopelessness
    • Risk, having jeopardized or lost a job or relationship due to gaming

    The proposed clinical descriptor suggests that experiencing 5 or more of these within a year is sufficient to satisfy the standard of IGA. Following suit, in 2018, the World Health Organisation’s (WHO) official classification for diseases had it’s 11th revision (ICD-11). Included within it was Gaming Disorder, described as:

    “a pattern of gaming behaviour (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”[5]

    So it seems pretty clear cut right? Both the American Psychiatric Association and World Health Organisation have official recognised disordered gaming as a genuine psychiatric problem that exists. Unquestionably there is no dissent amongst researchers about these definitions or psychometric measurements right?…Right?

    Of Course There Is Disagreement

    From the second the ink dried on the DSM-5, there was controversy in academia around it’s inclusion within the psychiatric manual. This was best shown in an open commentary by 28 authors within the field.[6] Although Griffiths and colleagues get into granular detail that I must skip over for expediency, I will provide the pixelated highlights.

    Despite the fact the DSM-5 is used internationally as a diagnostic manual, there were no African or South American scientists on the behavioural addiction panel. Additionally, all of their Asian researchers were East or South East Asian.[6] A significant amount of the global populace was unrepresented or lacking substantial consideration when this proposal was drafted.

    An International Consenus by Lowri’s Agender
    Made In: https://www.mapchart.net
    Note: Green represents the nationalites of the researchers on the panel

    So only research in the languages the panel members spoke were read and only these countries ideas were synthesised into the condition. Not all disorders are culturally neutral, as many mental health conditions intersect with social and environmental factors. Therefore, it is critical to include a broad pool of academic knowledge and research so that the complexities of these interactions can be considered.

    Furthermore, to draft the above symptoms, the panel looked at eight psychometric instruments as well as the clinical classifications for Gambling Addiction and Substance Use Disorder.[3] Psychometric tools are questionnaires used to measure an aspect of a person’s psychology including whether they have a disorder. They are frequently exercised in conjunction with diagnostic criteria.

    Ten measurements overall might sound like a lot until you consider a 2013 study found at least 18 instruments[7], with Griffiths and colleagues identifying even more available to the panel.[6] No information is supplied as to a possible exclusion criteria the panel used, so it would be speculative to discuss why this oversight happened.

    Nevertheless, failing to read around half of the available psychometric tests and relying very heavily on previous addictive classifications leads to the IGD being extremely similar to other disorders. This means it does not address the unique vulnerabilities of those who suffer the proposed disorder, nor consider how the subject of the addiction may influence behaviours. It is too generic and referential to be useful.

    Tolerating Inadequacy

    To furnish you with an example of the issue with relying on previous disorders, let us consider tolerance. With substance addictions, tolerance is the idea that the same doses of a drug have diminished returns with persistent use.

    The experience feels inferior, so to compensate, people with substance abuse disorder will increase the dose. With gambling addiction, tolerance becomes a resistance to winning. Small stakes become less exciting, so bigger risk is needed. But with IGD, what tolerance looks like, indeed if it even exists, is up for debate.

    Petry and colleagues argue that tolerance in IGD would represent an increase in time passed playing video games, an escalation in the exciting qualities of the games and more money spent on equipment.[3] If you don’t play video games, this may seem reasonable at first, but there are shortcomings to the definition.

    For substance abuse, the ceiling for tolerance is a fatal dose, for gambling its the amount of money you have. The ceiling for novelty or money spent on a tangible product is a lot more difficult to define as pathological.

    The idea of needing to engage in more thrilling games to experience a similar high doesn’t make sense. Much of the research on problematic gaming with MMORPGs emphasise escapism and dissociation from reality.[8-11] Gaming addicts wouldn’t require higher stimulation that overwhelms them, the research suggests they desire immersion to lose themselves in. But even if they did, you’d next have to define the qualities that cause excitement.

    Comparison of Spiderman (2018) Versions
    Retrieved From: Instagram
    Note: Never forget the world’s greatest tragedy. Puddlegate

    Graphical increases happen outside of the gamer due to corporate trends treating high fidelity graphics as a marketing gimmick. Gameplay developments are just established trends for most media to constantly innovate on previous work. There isn’t categorically any one factor in all games that could be considered uniquely exciting and causative of addiction. Nor is excitability of a game really a consistently measurable concept.

    As for monetary issues, most gamers upgrade their equipment. Games become more complex, performance of technology improves and those with disposable income may save or splash on some modern tech. This in and of itself is not unreasonable. Unlike with gambling addiction, where the disbursal relies on a sunken cost and a desire to gain returns on a chance based investment, the payment of money on equipment gives a market value tangible product.

    Gaming and computer companies are absolutely making you pay through the nose for their technology, but that is not a problem of addiction but capitalism. And there is no clinical literature I could find on gamers bankrupting themselves on technological upgrades. Pathologising a typical behaviour to invest in better equipment for a hobby is ludicrous. Unless we wish to establish the people who invest thousands of pounds into art supplies as so-called Painting Addicts.

    Photograph of Painting Supplies by Dmitry Pichugin
    Retrieved From: Britannica

    The only reasonable suggestion is an increase in time spent gaming, but even then there is an issue. Where is the line between too much gaming and engaging in a hobby to de-stress? It can’t be quantifiable, because everyone possesses varying amounts of free time.

    And if it is self-report, many problematic gamers may have already reached the maximum temporal threshold.[6] Unlike in other addictions, the acceleration and threshold for time spent gaming are not inherently problematic or easily identifiable.

    Taking everything into consideration, the IGD classification just doesn’t seem developed enough to be worthy of codification. And scholars likewise debated its inclusion in the ICD-11, citing similar concerns. [12] Aarseth and colleagues also emphasise how there isn’t even a consensus on if problematic gaming represents a primary or secondary condition. It may exclusively exist in conjunction with further mental health conditions and not constitute its own unique disorder.

    The fast tracking of gaming addiction has lead to a focus on top down research. In other words, the theoretical basis for problematic gaming is taken as granted and moved onto supplementary fields. Despite the fact we are not considerably closer to understanding how IGD manifests than we were in 1989.

    Although, there have been some interesting developments.

    Escaping Reality

    As stated previously, one of the most steadfast reasons behind problematic gaming is the desire for escapism.[8] But the ability to escape in and of itself is not the sole requirement for disordered gaming. A 2014 study by Kardefelt-Winther administered psychometric tests to 702 World of Warcraft players, the most popular MMORPG to date.[9]

    These tests measured stress, negative outcomes related to gaming and self-esteem amongst other metrics. The results suggested that for escapism to become problematic, the person needs to also be experiencing hardship and low-self worth. Otherwise, a desire to escape life’s problems is usually not indicative of problematic gaming.

    Now, the directionality of this relationship cannot be ascertained, i.e. whether escapism causes higher stress and lower self-esteem or vice versa.[9] Regardless, it is clear that the confluence of these factors causes a heightened propensity towards problematic gaming. Though I do wish to emphasise the pool of participants was overwhelmingly male (89% of them) and skewed towards young adults. Therefore, consider this not a broad sweeping truth, but likely one part of a larger whole.

    World of Warcraft by Activision Blizzard

    Furthermore, this may be due to the unique mechanics MMORPGs present. As noted by Billieux and colleagues in 2015, MMORPGs have unique structural mechanics compared to other games.[10] This is one of the few mediums of games to possess a persistent social world.

    That is to say, that things happen in-game without the player there. Because there can be thousands, if not millions of users, as well as time based events, interactions between gamers and adventures exist independent of any one individual.

    In addition, they are very social games. It is encouraged, even sometimes required, that a player should make friends with others and join teams.[10] To progress often necessitates a balanced group with different builds of characters, on top of the capacity to use written or audio chats to facilitate teamwork.

    Users can become a part of guilds, exclusive clubs in which participation nets rewards. Even outside of the game itself, social media groups for distributing news, updates and strategic developments become integral to improving a gamer’s skills.

    These factors facilitate escapism as they promote a heightened self-esteem from playing the game. On top of this they allow for socialisation in a manner that may come easier than non-virtual interaction. I don’t want to pretend that this is innately detrimental, but rather as Daniel Kardefelt-Winther states:

    Gaming provides certain affordances that may facilitate coping but the game itself is not the culprit, it merely acts as a potential facilitator of compensation for psychosocial problems.”[9]

    This idea that gaming could represent a vector of compensation is strengthened via a systematic review conducted by González-Bueso and colleagues in 2018. A systematic review, as the name implies, compiles a wealth of studies and synthesises their data. It is essentially a scientific summation of findings.

    Through 24 papers on mental health disorders and disordered gaming, they found that 92% of them established significant correlations between IGD and general anxiety, 89% between IGD and depression, 87% between IGD and ADHD and 75% between IGD and social phobias.[13] Put more simply, there is a sturdy correlation between other mental health disorders and IGD.

    Table 2 from González-Bueso and colleagues (2018)
    Note: Effect sizes measure how much of a single factor is responsible for another. For example an R2 of 0.01 suggests that Depression accounts for 1% of the variance in IGD within the sample. It’s used to quantify how impactful a significant relationship is.

    However, once more, directionality is not clear as to if IGD exacerbates these conditions or vice versa. And, as pointed out by González-Bueso and colleagues, the lack of longitudinal data means it is difficult to track the stability of these relationships.[13]

    Furthermore, the use of independent psychometric measurements for the conditions means there is less of a interconnected strength to the results. Though, it is at least clear that IGD co-exists with a variety of clinical conditions and likely is informed by low mental health.

    Altogether, the pattern seems to be that games offer a route for people with psychological issues to temporarily escape from their problems. And to even form communal bonds collectively they otherwise couldn’t. However, for a minority of these gamers, this becomes less of a healthy social hobby and more of an over-reliance on the medium to create happiness and peace.

    We subsequently see a misuse of the game themselves, to escape, to socialise or to otherwise avoid the issues in other sectors of their life. This isn’t conclusive, but at least presents an promising avenue not explored by the diagnostic manuals themselves.

    And there is one more method of elucidation to probe.

    Lets Ask The Audience!

    Despite how plainly useful it would seem to most of us, psychological researchers frequently refuse to consult people suffering with mental health disorders about their experience. Or even ask for second hand information from those around them.

    Whilst these populations may be utilised to examine psychometric tools based on theories by other psychologists. It is rather rare that comprehensive questionnaires are done to ascertain how those with these conditions understand their circumstances.

    Part of this is likely impartiality. After all who is more impartial than a clinical researcher getting money and notoriety for delivering results that make an institution look good as well as enriching publishing houses? Another part is that qualitative research is undervalued compared to numerical and statistical data, which is simpler to parse as well as easier to manipulate.

    But perhaps more than anything, there is a rather patronising view that clinicians are gatekeepers of ailments and only through their enlightened education can a disorder be understood.

    Artwork for MAGfest (2018) by Christina Danelon
    Retrieved From: ChristinaDanelon.com

    Times are changing, with lived experience starting to guide research, policy and care. Therefore, I hope you can appreciate my elation at Carras and colleague’s study from 2018, which asked gamers at a gaming convention, how they define game addiction.[11] It is uncommon to observe those with lived experience and expertise being highlighted in their understanding of how their shared pastime can become disordered.

    Although part of me suspects this is a clever ploy to obtain tickets to one of the largest conventions around. It is delightful to read research that doesn’t feel disconnected from the experience of the community.

    The researchers hosted two panels for MAGfest 2016 and 2017, wherein attendees were asked to write down signs of gaming addiction which were then ranked by the audience themselves.[11] I think the most interesting section is a table comparing the items generated by gamers to the DSM-5 criteria.

    Table 2 from Carras et al (2018)

    Here we can see a heightened consensus around the ideas of continued use despite a problem being identified, over-prioritisation of gaming, and withdrawal symptoms.[11] There was less consensus around the ideas of preoccupation with games, habitual playing, failing school and deception. Showing that there is some merit to the symptoms of the DSM-5 but not entirely, and that tolerance itself is never even remotely considered by the sample.

    But more interesting to me is the unique items mentioned. An avoidance of socialisation, lack of control over your schedule, a loss of reality and difficulty separating the fictional world from the material world.[11] Although the lattermost exhibits low consensus.

    There is a prioritisation by gamers as to how gaming affects your existence outside of it, an importance placed on socialisation and testimony that the hobby becomes more pivotal than other tasks. For example, you may log onto World of Warcraft to complete an event instead of having lunch, since the event is time locked.

    It is vital to stress two factors here, though. Firstly, the sample size comprised around 50 people, thereby hardly constituting a representative group. [11] Although I do hope more researchers will conduct similar enquiries. Secondly, it is unlikely there were many, if any, problematic gamers at the panels.

    Therefore, this needs to be understood as non-problem gamers utilizing their own lived experience to elucidate unique avenues and ideas. Interviewing self identified or clinically recognised problematic gamers would provide even richer details.

    MAGfest (2017) by Christina Danelon
    Retrieved From: ChristinaDanelon.com

    All things considered, the study showcases that the nature of games as a media informs how others understand problematic usage. It is not just as simple as game addiction is gambling addiction is substance addiction. Instead, due to of the role of time gated events, because of the unique social opportunities, and its ability to facilitate escapism into a simpler pixelated world, games cause a unique experience of dependence.

    To grasp how gaming addiction manifests, psychologists need to comprehend games and gamers significantly more than they do presently. Otherwise, any clinical condition they propose might as well be created by reading tea leaves.

    The Beginning Step

    I have difficulty knowing where to fully land with this. Part of me believes game developers should be aware of these issues and seek to counteract the methods by which general problem gamers manifest. But another part of me wonders how possible that is and if gaming is particularly notable in this regard. It is possible we worry about gaming being addictive not only because it is one of the most popular hobbies, but due to its comparative novelty.

    Western society does not stress about the kids who lose a sense of reality in books as it valorises the reader. They are educated, intelligent and of better stock than the folk we imagine to be gamers. I think that on a general level, any hobby could be maladaptive to a person.

    However, gaming represents a unique crossroads where individuals can gain skills and achieve a sense of accomplishment easily, whilst also losing themselves in a world unlike any other. It is a nexus point of many problems that other people latch onto to cope with stress and mental health issues.

    We’ve all binge watched a series to lose ourselves in characters whos lives seem so much better and happier than our own. We’ve all cooked a nice meal, or written a poem or otherwise engaged in a craft to feel that sense of accomplishment when it is completed. Gaming offers these and more, in an easier format, fostering a sense of reliance that would be hard to replicate in other avenues. It is a blessing and curse of games themselves that they remain such an interactive format.

    But, I think it would be academic dishonesty to pretend the medium, creators and corportations especially, are wholly innocent in this. Because, if you’ve been in the gaming community long enough, you’ve heard about loot boxes, gacha games and all manner of predatory addictive design. Creations that capitalise on vulnerable populations. So next time, we will explore not just gaming addiction generally, but a specific brand of corporately encouraged leveraging, tailor made to make you pay.

    Thank you all so much for reading, let me know your thoughts on game addiction or your own experiences with it.

    References

    1. Griffiths, M. D., Király, O., Pontes, H. M., & Demetrovics, Z. (2015). An overview of problematic gaming. Mental health in the digital age: Grave dangers, great promise, 27-45.
    2. Shotton M. (1989). Computer Addiction? A Study of Computer Dependency. Taylor and Francis, London, UK.
    3. Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., … & O’Brien, C. P. (2014). An international consensus for assessing internet gaming disorder using the new DSM‐5 approach. Addiction, 109(9), 1399-1406.
    4. American Psychiatric Association. (2022). Diagnostic and statistical manual of mental disorders (5th ed., text rev.).
    5. World Health Organization. (2018). ICD-11: International classification of diseases(11th revision).
    6. Griffiths., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., … & Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al.(2014). Addiction (Abingdon, England), 111(1), 167.
    7. King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical psychology review, 33(3), 331-342.
    8. Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31, 118-122.
    9. Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.
    10. Billieux, J., Deleuze, J., Griffiths, M. D., & Kuss, D. J. (2015). Internet gaming addiction: The case of massively multiplayer online role-playing games. In Textbook of addiction treatment: International perspectives (pp. 1515-1525). Springer, Milano.
    11. Carras, M. C., Porter, A. M., Van Rooij, A. J., King, D., Lange, A., Carras, M., & Labrique, A. (2018). Gamers’ insights into the phenomenology of normal gaming and game “addiction”: A mixed methods study. Computers in human behavior, 79, 238-246.
    12. Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., … & Van Rooij, A. J. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of behavioral addictions, 6(3), 267-270.
    13. González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018). Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. International journal of environmental research and public health, 15(4), 668.
  • Feasting on The Goblin Juices

    Feasting on The Goblin Juices

    Content Notes: Discussions of Anorexia, Child Death, Compulsory Heterosexuality, Corrective Rape, Incest, Orthorexia, Starvation and Sexual Predation

    We have previously covered both the historical context behind Goblin Market and the religious interpretations bursting from its prose. But now we turn to a more universal experience. Hunger. Hunger for food, for others and for love. As well as the hunger to rebuke our desires.

    Divine Sapphic Triads

    In her essay, Mona Reed argues that historical sapphic literature should not be confined to obvious erotic acts.[1] Paralleling Adrienne Rich, she supports the examination of disguised love, such as shared feminine joy, sisterhood and intimate friendship.[2] In this case, we can consider the relationship between Laura and Lizzie as not just one of biological sisterhood, but as a sapphic joining of the two girls.

    Using this foundation, Reed states that the Goblin Market itself purveys the destruction of women through the coercive nature of compulsory heterosexuality.[1] Compulsory heterosexuality (hereafter referred to as comphet), is a sociological phenomenon first posited by Rich.[2] She asserts that all children are brought up to believe that straightness is not only the default, but an essential requirement. Put differently, society is built around the sublimation of any experiences outside of the dominant straight lens. Like young girls can be lured by the promises of delicious fruit, so too are children disciplined into the delights of a purely heterosexual lifestyle.

    But just as the fruit leaves dear Laura destitute, so too does heterosexual dominance rely on the destitution of women. In a strictly straight (and albeit Western) paradigm, the agency, power and control are consistently given to the man, whereas the woman is expected to submit to their authority. Now, this isn’t true of every heterosexual relationship, trust me I live in the North East. More precisely, it is the societal standard by which other relationships are measured. Especially within Victorian England.

    Stained glass depiction of a crowned female figure holding a book and a flower, symbolizing purity and wisdom.
    Stain Glass Image of Saint Æthelthryth , Photographed by Fr. Lawrence Lew
    Retrieved From: Flickr

    This idea is supported historically as Christina Rossetti never married, and in fact, denied three suitors. [3] Although it should be stated, the first was denied because he converted to Roman Catholicism. Moreover, Christina Rossetti admired Saint Æthelthryth for her ability to maintain her virginity despite being married twice.[2] In rebuking the standard to bear children and accept intimate relations, she challenged the heteronormative dynamics of the time. In a similar vein, one can view Lizzie and Laura’s castigation of the Goblin Market as their rebuking of heterosexual ideals, although taken a step further.

    Whilst it might not be a full on celebration of sexual sapphicness, Reed presents a compelling alternative to a standard dyadic pairing of the girls. She states that:

    “Rossetti [suggests] that women should form queer, homo-social triad unions with Christ so they can abandon the institution of heterosexual marriage that leaves women feeling unfulfilled and emotionally depleted.”[1]

    The reason we can view this as queer is twofold. Firstly any undermining of the traditional heterosexual dynamic, especially that which involves same gender relations, allows itself to be viewed as inherently queer. For they are considered outside the norms of the society. But, even more so, Reed argues that Christ (and to some extent Lizzie) can be viewed as gender subversive. According to Reed, Rossetti regarded God as neither male nor female, instead containing an essence of both and yet beyond our conceptualisations of gender.[1]

    Additionally, she put forward that if one accepts Laura as Eve, then one must view Lizzie as Adam. She too is tempted and tested to see if her heart waives from God, through the fruit of the Goblin Market.[1] However, Lizzie never strays, and she takes on the pain of her Eve-like figure. In this way, Lizzie can seen as a bigender figure, taking on both aspects of male and female whilst never renouncing either. A deliberate countering of bimodal sex based ideals. Through this, we could see Rossetti as glorifying a homosocial order devoid of masculine interference. A place where women can take on the roles of both binary genders, whilst communing with God in a vaster capacity than ever before.

    I genuinely enjoy this interpretation presented by Reed, but we should ground it slightly. Whilst I believe that authorial intent should never be considered the official version of analysis. It is critical to state that this framing was likely not Rossetti’s intention and, at best, she intended a more religiously orientated view of sisterhood. Although Reed’s viewpoint is equally valid, we should not allow it warp our view of Rossetti. She was unequivocally a racist, classist and anti-Semitic poet, views which do not support the interpretation of her as a lesbian ally. Any reading of Goblin Market as sapphic happens in spite of, not because of, her own beliefs.

    The Sanguine Made Sweet

    As stated in my first Goblin Market post, Christina Rossetti had deep ties to the gothic literature movement. As researched by David Morrill, her uncle John Polidori wrote The Vampyre, one of the oldest works of Western vampire literature.[4] Additionally, her grandfather was a noted admirer of the gothic romantics, and Rossetti invested much time in her antecedent’s library. Her environment being inundated with gothic horror seems to have bled into Goblin Market too.

    On a purely aesthetic level, there are many similarities to gothic vampire novels of the time. Fair maidens tempted by the allure of unusual animalistic men, delighting in their own logic to ensnare victims in a way that drains the body until it wastes away. Additionally there is the focus on biting, sucking and consuming as the cause of the wasting away. Although Goblin Market arguably uses proxy vampirism through the fruits. Even the trickling of juices seems like a stand in for a more sanguine liquid.

    An illustrated portrayal of a ruggedly handsome man with curly hair and a determined expression, dressed in historical clothing, against a warm, textured background.
    Cover for The Vampyre by David Rabitte
    Retrieved From: Black Coat Press

    But in the details, Morrill argues there are clear comparisons to Polidori’s The Vampyre. Firstly, in how the vampire Lord Ruthven entices his victims. It is not merely in his honey words and rakish demeanour, but importantly in his charitable acts which always led to those cursed by it to sink into misery.[4] Put simpler, in giving to others Lord Ruthven ensured that they would become vulnerable, so he can feast upon them. Similarly, the charity of Rossetti’s goblins results in the downfall of Laura. By offering her fruits for the simple prize of a lock of hair, they make certain their corruption spreads and that they are able feed on her youth.

    The offering of her lock of hair also mirrors another vampiric tradition in Morrill’s view. Just as Lord Ruthven has to be invited into an abode, so too must the goblins be invited into Laura’s body.[4] Morrill explicitly links this to religious themes, that the vampire represents the devil, that evil incarnate cannot enter a person’s soul unless they consent to it. The consent can be achieved through trickery or deceit, but irregardless, the power rests inside the individual to rebuke or court evil within their heart. Even more so, the goblins never seem capable of leaving the glen to enter the girls’ house, as if they are barred from the Edenic gardens. And therefore can only feast on the innocent good when invited to.

    Building on this, both Lord Ruthven and the goblins can be seen as stand ins for the men who would prey on young women. Lord Ruthven rather by design is a debonair predator that feasts on the youthful vitality of women until they are nothing more than monstrous husks which cannot be saved.[4] The goblin men similarly prey on young girls, causing Laura to also waste away into virtual nothingness. Laura even wakes up on the night after the market, desperately gnashing and gnawing, like she has been molded into a vampire and is desperate to feed. It is like she has become the goblins themselves and has been reduced to animalistic hunger.

    Whilst I would not go so far as to state that Goblin Market comprises a form of vampire literature, I would say there are clear inspirations drawn upon. Some of this could be similar cultural touchstones, after all Polidori and Rossetti were devout Anglicans and it is not unlikely both would comment on the nature of evil. But others such as the enticement through charity and predation seem to be at least indirectly inspired. However, Morrill’s comparison does seem to miss certain conventions of vampirism, like it being contagious. Though he is not the sole researcher to establish these connections.

    The Sanguine Made Sapphic

    Rebecca Little combines themes from the previous sections to attest that Goblin Market is an example of homoerotic vampirism, in a similar vein (pause for silent chuckles) to Sheridan Le Fanu’s Carmilla.[5] Carmilla is a tale of the titular vampire, and her unrepentant hunger for Laura, the fair maiden. At 18, she meets Carmilla and is exposed to a world of sensual temptations and delights. However, in one of the first cases of “Bury Your Gays”, the vampire is executed for her depraved sapphic nature. And Laura is returned to Christian heterosexuality.

    Conversely in Goblin Market, it is our Laura who performs the role of vampiress. In the scene where Laura eats the goblins fruits, Little points to this section as key to her vampirism:

    “Suck’d their fruit globes fair or red:

    Sweeter than honey from the rock,

    Stronger than man-rejoicing wine,

    Clearer than water flow’d that juice;”[6]

    Here we can discern how the fruit starts as honey sweeter from the rock, a biblical reference to Psalm 81:16, wherein God would delivered those faithful to him honey from a rock.[7] Subsequently it becomes man rejoicing wine, seemingly distancing the juice from a more Eucharistic drink. And finally, it is like water, the essence of life itself.

    Little compares the taste journeying from sweet to intoxicating to necessary to that of a vampire’s first indulgence in blood.[5] Furthermore, I’d argue it becomes more basal. As it goes from God’s food, to an association with God’s food, to ordinary water necessary for survival. In this way, the possibly heavenly fruit becomes a simple consumable, an item for survival detached from the Lord’s grace.

    Little builds on this by paralleling the fruit to the Apple from The Tree of Knowledge. As Eve was cursed with the Knowledge of sin, so too does Laura become afflicted with the knowledge of heterosexuality.[5] By partaking in this erotic feast, Laura inherits a taste of heteronormative practice, indulging in the saccharine addiction of socially approved decadence. However, this indulgence comes at a cost. Her metaphorical virginity is taken, and she is transformed into a vampiric figure, a creature lacking the purity befitting a young girl.

    A woman with long hair sits against a tree, wearing a long dark dress, with a subdued and contemplative expression. A basket is visible nearby, and the scene conveys a sense of longing or introspection.
    Goblin Market (2011) by Jillian Tamaki
    Retrieved From: https://www.jilliantamaki.com/goblin-market/

    Laura is forsaken with no way to imbibe in heterosexual desire. As a result, she is a ravenous monster, gritting her teeth at night in a restless stupor for the echoes of delight.[5] And in the day she is static, practically asleep, allowing herself to wane away. Unable to handle even the trivial tasks that once presented her such nourishment both physically and spiritually. So to save her sister, Lizzie goes to the goblin men and braves their attempt to violently impose heterosexuality on her.

    Although never stated by Little, this scene could be seen as a form of corrective rape. This is where queer individuals are forced into sexual relations with the opposite sex to “cure” their queerness. Combined with the previous imagery of straightness siphoning Laura’s humanity from her, we could recognize Lizzie as actively resisting the draining.

    Resistance which is met by the Goblin Market punishing her for not succumbing to compulsory heterosexuality. Combined with the vampiric lens, Lizzie becomes our virtuous woman, resisting the parasitic wiles that seek to drain her body and soul. To put it concisely, she is able to defy both heterosexuality and vampirism through her fortitude.

    But it is the final feast with Lizzie covered in juices for Laura to suckle on that the vampiric elements are fully on display.[5] In this scene, Little argues the juices are a proxy for Lizzie’s blood, in a manner reminiscent of how wine is a stand-in for Christ’s essence. Therefore, we could regard Laura consuming this blood in an erotic manner as simple lesbian vampirism. This would be conceived as an incestuous relation by a cursory viewing. However writers used social taboos like incest to hide lesbian romance. Rossetti might be attempting something similar, or at the very least, is accidentally recreating the paradigm.

    A young woman with a thoughtful expression is seen biting into her finger while surrounded by fruit-laden branches. In the background, fantastical creatures and additional fruit are depicted, enhancing the sense of allure and temptation.
    Walking Through The Landscape of Faerie (2016) By Charles Vess
    Retrieved From: Enchanted Living Magazine

    More importantly though, is that Laura’s feasting seemingly cures her vampirism. Unlike more modern lesbian vampire stories, the sapphic relationship is not framed as the corruptive element but the panacea for the corruption of comphet infection. The wasting away caused by a life of heteronormative pining is cured by the redemptive power of “sisterly” affection.

    Although the feasting is painful for Laura, that is because the ideal of heterosexual bliss is being burned from her blood, and being replaced with a more pleasant alternative. With the caveats of the previous lesbian explanation in mind, Goblin Market could be interpreted as a narrative about the redemptive powers of queerness. And how queer love can liberate people.

    Secular or Spiritual Hunger​?

    Though many writers have focused on Laura’s descent into devouring, others have explored Lizzie’s refusal to eat. In particular, the parallels between her denial of sustenance and Anorexia Nervosa. After all, she is never seen eating within the poem and is framed as virtious, even spiritually enlightened, because of her defiance against the fruit. However, to explore if anorexia pertains to Lizzie, we first need to understand the condition and unravel the history behind it.

    Anorexia Nervosa is a mental health condition characterised by a refusal to ingest food resulting in a person becoming severely underweight.[7] This is typically accompanied by a warped perception of their body. Such as viewing themselves as fatter than they are otherwise perceived or hyper-aware of minor “flaws” in their appearance. Moreover, it results in a myriad of physical health conditions due to the starvation and a counter-intuitive obsession with food.

    Anorexia was first considered a medical condition in the 1870’s, originally termed Hysterical Anorexia as well as the currently used Anorexia Nervosa. [8] Although in the lead up to this, it was debated in Victorian medical circles for decades.

    Joan Brumberg connects this debate with the Fasting Girls, a movement of women and girls starving themselves (or faking starvation) to prove religious piety.[8] Such devotional deeds were not unique to the Victorian period and have a history in 13th century female saints, who refused to ingest anything but the Eucharist. According to Brumberg, this continued into the 16th and 17th century with ordinary women performing these acts as forms of miracles.

    Black and white engraving depicting a scene with a young girl sitting at a table, surrounded by a flower arrangement, while a woman observes her. In the background, a farmhouse and several people in Victorian attire are visible. The image is titled 'Sarah Jacobs in her Bed Room The Fasting Welsh Girl Case'.
    Contempary Drawing of Sarah Jacobs by an Unknown Artist
    Retrieved From: The Geneologist
    Note: Sarah Jacobs was one of the more famous Fasting Girls and died at age 12 due to starvation.

    These Fasting Girls represent just a limited part in a grander movement by medical institutions in the Victorian period to secularise and pathologise religious behaviours. However, it therefore needs to be noted that devotional denial was considered by the majority of Victorians to be a sane and reasonable act. Although not the norm, it was regarded by spiritual leaders and their congregations as proof of divine providence. Even Rossetti was known to starve herself for religious purposes. [9]

    Because of this, it is challenging to call Lizzie’s act of defiant starvation close to that of anorexia or even a similar comparison. Though both involve the act of deprivation, Lizzie’s (and the Fasting Girls) have religious connotations whereas anorexics seek control or to drastically reshaping their body.

    As well, the fact such fasting was not viewed as harmful by the individual or community stops such behaviours from being a disorder. Since most mental health issues depend upon an understanding of harm towards the person with it or those around them, which requires treatment. People are allowed to do risky things to their body, without constituting a disorder.

    Though Lizzie’s actions do not merit a direct comparison to anorexia, it would be erroneous to state Rossetti recognized no virtue in the act of tempered eating:

    “The balances suggest scarcity short of literal nullity: hunger, but not necessarily starvation. Scarcity imposes frugality, exactness . . . No waste, latitude, margin; self-pampering can be tolerated, but only a sustained self-denial: self must be stinted, selfishness starved, to give to him that needeth.”[10]

    As stated by Anna Silver, Rossetti truly believed in the ascetic refusal of nourishment as cleansing for the soul. She expressed a certain contempt for the body, specifically for its desire for food. [9] Or rather, when such hunger was indulged with ordinary earthly foods. Because satiating your appetite was tantamount to succumbing to bodily sin.

    Like inviting a vampire into your abode, by allowing for culinary decadence they were giving into the body’s greed. And as discussed previous, such bodily hunger should be used to lead a person to the Lord.[11] Only though achieving physical inanition like the virtuous Lizzie could one ever hope to attain spiritual health. Which is not like anorexia, but is strikingly similar to another eating disorder.

    Hunger for Health

    Orthorexia is a proposed eating disorder, first coined in 2000 by Steven Bratman and David Knight in their book Health Food Junkies. [12] The term is used to describe an unhealthy obsession with eating healthily. This is not purely a desire to be more nutritionally aware, but a ritualised restriction of nourishment to the point of malnutrition. This can be cutting out certain food groups necessary for bodily function such as sugar, carbs or meat, with no mitigating health reason. In addition, it mirrors anorexia with an obsessive consideration of food.

    I want to emphasise that I am not diagnosing Rossetti or anyone else as being orthorexic. Moreover, it is imperative to state that to the best of my knowledge, nobody links spiritual health to orthorexic behaviour.

    Instead, I wish to implement the framework that people can develop maladaptive obsessions with health, to explore Rossetti’s preoccupation with divine vigour. Simply put, what if we view the contrast of Lizzie and Laura as the argument for the prioritisation of the metaphysical over the physical? An argument Silver believes to be a cornerstone of the tale:

    Goblin Market” juxtaposes sinful consumption with a virtuous renunciation of appetite to teach its readers a moral lesson about the world”[10]

    By itself this would not necessitate an issue, as people are allowed to have other priorities for their own health and well being. Some prioritise the physical, others the mental, so why not the spiritual? The issue is that Rossetti goes further by solely focusing on metaphysical health in Goblin Market and rebukes bodily satiation completely. It does not matter if Laura’s body burns like wormwood, for her spiritual health is being tended to.

    Furthermore, Laura is rebuked by Lizzie for being tempted by the sounds and sights of food at the Goblin Market. The temptation of food itself, of the material form’s desire to be satiated is to be controlled and ordered. One should not partake in fruits for the priority must always be in the spiritual.

    A young woman with long, flowing hair sits in a yellow dress, delicately holding fruit while goblin-like figures surround her, eagerly reaching out for her attention, set against a pastoral backdrop.
    Goblin Market (1910) by Florence Harrison
    Retrieved From: Instagram

    Adding to this, Silver argues that Rossetti views the hunger for Christ and spiritual satiation as taking effort.[10] Laura is allowed to easily feast by giving her lock of hair, whereas Lizzie must undergo a barrage of violation to achieve sanctified satiation. In essence, the argument becomes that those who are obsessed merely with bodily health are lazy. Not dissimilar to orthorexics who can monitor the nutritional intakes of others. Though it should be noted that most tend towards self-monitoring critique.

    Instead Rossetti’s external criticism is more akin to that of modern-day diet culture, the impetus behind many orthorexic issues. The fallacy that health and well-being can wholly be yours, if you stick to a strict, overly particular and unnecessary ritual of ingesting nourishment. A fad diet.

    Devoid of any scientific justification, except for how restriction leads to a placebo effect that causes you feel better in the short term. And to gain more health problems in the long term. Just try the Atkins diet the Carnivore diet the Stone Age diet the starvation diet. It’ll work this time.

    Although I do not believe it rises to the level of Orthorexia, I do think Lizzie’s exaltation is Rossetti’s authorial approval for the refusal of carnal pleasures. That such temperance will lead to experience spiritual satisfaction. A message tainted by social narratives at the time that caused young girls to starve themselves to death for spiritual closeness to God.[9]

    If not a symptom of medical malaise, Goblin Market could be seen as a propagator of social illness. It is spreading a narrative that people to this day are barraged with. A message that we should fixate on food to the point of mania to achieve a form of existential enlightenment, whether that enlightenment is social captial or religious salvation.

    Remembering The Market

    In writing these essays I have grown to both love and loathe the Goblin Market. There is so much beauty and connection to Anglican history that I never learned about, as well as deeply fascinating theological structuring. Even the interpretations that fall outside of Rossetti’s intentions have such wonderful explorations of human experience. Every paper I read I acquire another connection to the Bible or to queerness or mental health.

    But, with every paper I also discover another way that the grimmest fruits of British society are sold within the tale. I have said that I will not advise you how to feel about the Goblin Market. And I do not wish to take away from the sapphic and religious beauty of the poem. However, I need to state this.

    No matter how much you love the poem, remember what Christina Rossetti was really like. I, like many of the authors I have read for these essays, struggle with the whitewashing of Rossetti as a feminist and pseudo-queer poet. A narrative I held coming into the research and informing why I enjoyed the poem.

    I think that while she is progressive for her station and time, such a statement is damning with faint praise. Whilst you can enjoy Goblin Market as a testament to lesbian love, it is impossible to say that Rossetti ever would have approved of such ideas. And that somewhat dampens my enjoyment, especially when she is uplifted instead of actual sapphic writers.

    Therefore, I will leave you with a brief work by Jewish Victorian poet Amy Levy. A gift to her friend and unrequited lover, Violet Paget. An example of the writers left in the shadows of Christina Rossetti.

    New Love, New Life

    She, who so long has lain

    Stone-stiff with folded wings,

    Within my heart again

    The brown bird wakes and sings.


    Brown nightingale, whose strain

    Is heard by day, by night,

    She sings of joy and pain,

    Of sorrow and delight.


    ‘Tis true,—in other days

    Have I unbarred the door;

    He knows the walks and ways—

    Love has been here before.


    Love blest and love accurst

    Was here in days long past;

    This time is not the first,

    But this time is the last[13]

    References

    1. Reed, M. (2020).The Queer and Feminist Myth-Revision of Christina Rossetti’s “Goblin Market”. The Mellon Mays Undergraduate Fellowship Journal, 113-117
    2. Rich, A. (1980). Compulsory heterosexuality and lesbian existence. Signs: Journal of women in culture and society, 5(4), 631-660.
    3. Duguid, L. (2004). Rossetti, Christina Georgina (1830–1894), poet. Retrieved from: Oxford Dictionary of National Biography
    4. Morrill, D. F. (1990). “Twilight is Not Good for Maidens”: Uncle Polidori and the Psychodynamics of Vampirism in” Goblin Market. Victorian Poetry, 28(1), 1-16.
    5. Little, R. (2020). Homoerotic Vampirism in” Goblin Market” and Carmilla. Furman Humanities Review, 31(1), 69-80.
    6. Rossetti, C.G (1862). Goblin Market and other poems. Cambridge London. Macmillan.
    7. Silver, A. K. (2002). Victorian literature and the anorexic body (Vol. 36). Cambridge University Press.
    8. NHS. (2024). Overview – Anorexia. Retrieved From: NHS UK
    9. Brumberg, J. J. (1985). ” Fasting Girls”: Reflections on Writing the History of Anorexia Nervosa. Monographs of the Society for research in Child Development, 93-104.
    10. A. K. Silver. (2002). Victorian literature and the anorexic body (Vol. 36). Cambridge University Press.
    11. Rossetti, C. G. (1892). The Face of the Deep: A Devotional Commentary on the Apocalypse. Society for Promoting Christian Knowledge.
    12. Bratman, S., & Knight, D. (2000). Health food junkies : overcoming the obsession with healthful eating. New York: Broadway Books.
    13. Levy., A (1889). New Love, New Life. Retrieved From: Victorian Queer Archive