Laura Louise Nicklin
Biographic Data
| ID | 6714737 |
|---|---|
| NAME | Laura Louise Nicklin |
| GIVEN NAMES | Laura Louise |
| FAMILY NAME | Nicklin |
| SIGNATURE | NICKLIN L L |
| AFFILIATIONS | University of Wolverhampton |
| ORCID | 0000-0002-6195-9501 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Online Peer Support for Gambling Harm
Online peer support (mutual aid provided by individuals with lived experience through digital platforms such as forums, messaging groups, or video meetings) has demonstrated benefits across health contexts but remains underexplored in gambling harm recovery. This study explored how online peer support for gambling harm is used and experienced, including perceived benefits, risks, and its role within broader support pathways, from the perspectives…
‘Condemn the fault and not the actor of it?’ Moving beyond the limits of recidivism to enhancing (re)humanisation through a Shakespeare-focussed, prison-based approach
It is well researched, yet under-acknowledged in policy and practice, that prison alone is unsuccessful in reducing criminality. Though in the USA recidivism is high, recidivism is both a common and limited measure, rarely capturing individual nuances. This paper presents key findings from an ethnographically-informed exploration of a well-established multi-sited Shakespeare-focussed prison-based programme boasting broader positive outcomes, spec…
Loot boxes, problem gambling and problem video gaming
Loot boxes (LBs) are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike. Initial evidence suggested that LB engagement might be associated with both problem gambling (PG) and problem video gaming (PVG). We therefore conducted a systematic review of the evidence for associations between LB purchasing, PG and PVG. For LB/P…
Investigating the experience of viewing extreme real-world violence online
This study investigates the psychological impact of viewing user-generated content depicting extreme real-world violence. Eight threads were harvested from a publicly accessible online discussion forum in which people discussed their experiences of witnessing real-world torture, maiming or death online. Reflexive thematic analysis was used to systematically analyse these threads. The themes capture the contradictory ways in which people react to …
Reactions to Unsolicited Violent, and Sexual, Explicit Media Content Shared over Social Media
While there has been extensive research into consumption of "traditional" forms of explicit sexual and violent media (within pornography, videogames and movies), the informal exchange and viewing of explicit real-world violent and sexual content via social media is an under-investigated and potentially problematic behaviour. The current study used an online survey ( n = 225: 169f, 55m, 1x, mean age 30.61 (SD 12.03)) to explore self-reported react…
Investigating the experience of viewing extreme real-world violence online
This study investigates the psychological impact of viewing user-generated content depicting extreme real-world violence. Eight threads were harvested from a publicly accessible online discussion forum in which people discussed their experiences of witnessing real-world torture, maiming or death online. Reflexive thematic analysis was used to systematically analyse these threads. The themes capture the contradictory ways in which people react to …
Reactions to Unsolicited Violent, and Sexual, Explicit Media Content Shared over Social Media
While there has been extensive research into consumption of "traditional" forms of explicit sexual and violent media (within pornography, videogames and movies), the informal exchange and viewing of explicit real-world violent and sexual content via social media is an under-investigated and potentially problematic behaviour. The current study used an online survey ( n = 225: 169f, 55m, 1x, mean age 30.61 (SD 12.03)) to explore self-reported react…
Loot boxes, problem gambling and problem video gaming
Loot boxes (LBs) are video game-related purchases with a chance-based outcome. Due to similarities with gambling, they have come under increasing scrutiny from media, academics and policymakers alike. Initial evidence suggested that LB engagement might be associated with both problem gambling (PG) and problem video gaming (PVG). We therefore conducted a systematic review of the evidence for associations between LB purchasing, PG and PVG. For LB/P…
Investigating the experience of viewing extreme real-world violence online
This study investigates the psychological impact of viewing user-generated content depicting extreme real-world violence. Eight threads were harvested from a publicly accessible online discussion forum in which people discussed their experiences of witnessing real-world torture, maiming or death online. Reflexive thematic analysis was used to systematically analyse these threads. The themes capture the contradictory ways in which people react to …
‘Condemn the fault and not the actor of it?’ Moving beyond the limits of recidivism to enhancing (re)humanisation through a Shakespeare-focussed, prison-based approach
It is well researched, yet under-acknowledged in policy and practice, that prison alone is unsuccessful in reducing criminality. Though in the USA recidivism is high, recidivism is both a common and limited measure, rarely capturing individual nuances. This paper presents key findings from an ethnographically-informed exploration of a well-established multi-sited Shakespeare-focussed prison-based programme boasting broader positive outcomes, spec…
Online Peer Support for Gambling Harm
Online peer support (mutual aid provided by individuals with lived experience through digital platforms such as forums, messaging groups, or video meetings) has demonstrated benefits across health contexts but remains underexplored in gambling harm recovery. This study explored how online peer support for gambling harm is used and experienced, including perceived benefits, risks, and its role within broader support pathways, from the perspectives…
Psychology (3 works) · Social Psychology (3 works) · Sociology (3 works) · Political science (2 works) · Social Psychology (2 works) · Co-design (1 work) · Computer Science (1 work) · Content (measure theory (1 work) · Content analysis (1 work) · Criminal Justice and Corrections Analysis (1 work)