Katalin Nagygyörgy
Eötvös Loránd University
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Featured researches published by Katalin Nagygyörgy.
PLOS ONE | 2012
Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D. Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh
Background Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. Aim: The aim of this study was to uncover and operationalize the components of problematic online gaming. Methods A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. Results EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions – preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal – the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. Conclusions The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.
International Journal of Human-computer Interaction | 2013
Katalin Nagygyörgy; Róbert Urbán; Judit Farkas; Mark D. Griffiths; Dalma Zilahy; Gyöngyi Kökönyei; Barbara Mervó; Antónia Reindl; Csilla Ágoston; Andrea Kertész; Eszter Harmath; Attila Oláh; Zsolt Demetrovics
To date, there has been relatively little research comparing different types of online gamers. The main aim of this study was to provide robust benchmark data on different types of Massively Multiplayer Online Game (MMOG) players using a large sample of online gamers. An online survey was used to recruit 4,374 Hungarian online gamers from websites offering different types of MMOGs. In addition to sociodemographic characteristics, the study also collected data on gaming preference, amount of time spent gaming, amount of money spent on the game, and whether they played at an amateur or professional level. A latent profile analysis of gaming preferences differentiated between eight specific gamer types, of which four types emerged as clear categories, indicating clear preference for a specific type of game (role-playing games, first-person shooter games, real-time strategy games, and other games). Overall, 79% of gamers belonged to these four categories. First-person shooter gamers were almost exclusively male, younger aged, lower educated, and of lower socioeconomic status. Real-time strategy gamers were older. Female gamers were most likely to play “Other” games and/or role-playing games. In relation to time spent gaming, role-playing gamers appeared to be the most vulnerable. The results indicated that a significant number of gamers have clear gaming preferences, and these specific gaming types are associated with significant differences regarding sociodemographic and gaming characteristics of gamers.
Psychiatry Investigation | 2016
Na Ri Kim; Samuel Suk Hyun Hwang; Jung Seok Choi; Dai-Jin Kim; Zsolt Demetrovics; Orsolya Király; Katalin Nagygyörgy; Mark D. Griffiths; So Yeon Hyun; Hyun Chul Youn; Sam Wook Choi
Objective The Section III of the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) proposed nine diagnostic criteria and five cut-point criteria for Internet Gaming Disorder (IGD). We aimed to examine the efficacy of such criteria. Methods Adults (n=3041, men: 1824, women: 1217) who engaged in internet gaming within last 6 months completed a self-report online survey using the suggested wordings of the criteria in DSM-5. Major characteristics, gaming behavior, and psychiatric symptoms of IGD were analyzed using ANOVA, chi-square, and correlation analyses. Results The sociodemographic variables were not statistically significant between the healthy controls and the risk group. Among the participants, 419 (13.8%) were identified and labeled as the IGD risk group. The IGD risk group scored significantly higher on all motivation subscales (p<0.001). The IGD risk group showed significantly higher scores than healthy controls in all nine psychiatric symptom dimensions, i.e., somatization, obsession-compulsion, interpersonal sensitivity, depression, anxiety, hostility, phobic anxiety, paranoid ideation, and psychoticism (p<0.001). Conclusion The IGD risk group showed differential psychopathological manifestations according to DSM-5 IGD diagnostic criteria. Further studies are needed to evaluate the reliability and validity of the specific criteria, especially for developing screening instruments.
Journal of Medical Internet Research | 2015
Orsolya Király; Róbert Urbán; Mark D. Griffiths; Csilla Ágoston; Katalin Nagygyörgy; Gyöngyi Kökönyei; Zsolt Demetrovics
Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P<.001) via 2 gaming motives: escape (standardized effect=.139, P<.001) and competition (standardized effect=.046, P<.001). The comparison of the 2 main gamer types showed no significant differences in the model. However, when comparing male and female players it was found that women had (1) slightly higher escape scores (on a 5-point Likert scale: mean 2.28, SD 1.14) than men (mean 1.87, SD 0.97) and (2) a stronger association between the escape motive and problematic online gaming (standardized effect size=.64, P<.001) than men (standardized effect size=.20, P=.001). Conclusions The results suggest that psychiatric distress is both directly and indirectly (via escape and competition motives) negatively associated with POG. Therefore, the exploration of psychiatric symptoms and gaming motives of POG can be helpful in the preparation of prevention and treatment programs.
Cyberpsychology, Behavior, and Social Networking | 2013
Orsolya Pápay; Róbert Urbán; Mark D. Griffiths; Katalin Nagygyörgy; Judit Farkas; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh; Zsuzsanna Elekes; Zsolt Demetrovics
The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD=0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD=0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming.
American Journal of Drug and Alcohol Abuse | 2013
Beatrix Koronczai; Gyöngyi Kökönyei; Róbert Urbán; Bernadette Kun; Orsolya Pápay; Katalin Nagygyörgy; Mark D. Griffiths; Zsolt Demetrovics
Abstract Background and objectives: Given that dissatisfaction with bodily appearance can sometimes lead to the avoidance of personal contacts and the increase of internet use, this study examines this relationship. The direct role of dissatisfaction with bodily appearance along with the possible mediation effects of depression, anxiety and self-esteem were tested. Methods: A total of 694 participants completed an online questionnaire (58.5% male, mean age 21.5 years), containing measures on problematic internet use, depression and anxiety symptoms, self-esteem and satisfaction with body image. Path analyses were used to test direct and indirect effects. Results: Satisfaction with body appearance had a significant negative direct effect on problematic internet use among both sexes. Though, satisfaction with body appearance had a positive effect on self-esteem and negative on anxiety, neither self-esteem nor anxiety had a direct significant effect on problematic internet use. The effect of dissatisfaction with body appearance was mediated via the self-esteem–depression path toward problematic internet use. Conclusions: Dissatisfaction with physical appearance seems to have a significant role in individuals’ immersing themselves in internet use.
Behavioral Addictions#R##N#Criteria, Evidence, and Treatment | 2014
Orsolya Király; Katalin Nagygyörgy; Mark D. Griffiths; Zsolt Demetrovics
Play is one of the most basic human behaviors. In childhood, play is a child’s form of work and contributes highly to both the development of skills and the learning of social rules. In adulthood, play can facilitate recreation and help reduce stress. Although the effects of play are mostly positive, excessive play can in some cases lead to addiction. This chapter introduces the problems related to video gaming across different media. It provides an overview of the symptoms of online gaming addiction, the main measurement and assessment tools of problematic video game play, and the available epidemiologic data. It also discusses basic models that explain the acquisition, development, and maintenance of problematic online gaming and online gaming addiction. Additionally, the chapter introduces the background motivational factors of gaming addiction as well as treatment approaches.
PLOS ONE | 2016
Zsolt Demetrovics; Orsolya Király; Beatrix Koronczai; Mark D. Griffiths; Katalin Nagygyörgy; Zsuzsanna Elekes; Domokos Tamás; Bernadette Kun; Gyöngyi Kökönyei; Róbert Urbán
Despite the large number of measurement tools developed to assess problematic Internet use, numerous studies use measures with only modest investigation into their psychometric properties. The goal of the present study was to validate the short (6-item) version of the Problematic Internet Use Questionnaire (PIUQ) on a nationally representative adolescent sample (n = 5,005; mean age 16.4 years, SD = 0.87) and to determine a statistically established cut-off value. Data were collected within the framework of the European School Survey Project on Alcohol and Other Drugs project. Results showed an acceptable fit of the original three-factor structure to the data. In addition, a MIMIC model was carried out to justify the need for three distinct factors. The sample was divided into users at-risk of problematic Internet use and those with no-risk using a latent profile analysis. Two latent classes were obtained with 14.4% of adolescents belonging to the at-risk group. Concurrent and convergent validity were tested by comparing the two groups across a number of variables (i.e., time spent online, academic achievement, self-esteem, depressive symptoms, and preferred online activities). Using the at-risk latent profile analysis class as the gold standard, a cut-off value of 15 (out of 30) was suggested based on sensitivity and specificity analyses. In conclusion, the brief version of the (6-item) PIUQ also appears to be an appropriate measure to differentiate between Internet users at risk of developing problematic Internet use and those not at risk. Furthermore, due to its brevity, the shortened PIUQ is advantageous to utilize within large-scale surveys assessing many different behaviors and/or constructs by reducing the overall number of survey questions, and as a consequence, likely increasing completion rates.
International Journal of Mental Health and Addiction | 2017
Beatrix Koronczai; Gyöngyi Kökönyei; Róbert Urbán; Orsolya Király; Katalin Nagygyörgy; Katalin Felvinczi; Mark D. Griffiths; Zheng Huang; Zsolt Demetrovics
Although an increasing number of studies have focused on problematic Internet use, numerous measures exist with only modest investigation into their reliability and validity, both within and across different cultures (Kiraly et al. 2015). The most frequently used questionnaire is the Internet Addiction Test (Young 1998). However, its factor structure appears to be unstable (e.g., Fernandez-Villa et al. 2015; Pontesetal. 2014). Koronczai et al. (2011) suggested that a suitable measure should fit six basic requirements. More specifically, it should be (i) comprehensive, that is examining more, possibly all, aspects of problematic Internet use; (ii) as concise as possible, in order to be able to assess the more impulsive population, and to use in time-limited surveys (or having different forms with different length). Such a measure should be (iii) reliable and valid for different methods of data collection (e.g. online, paper-and-pencil self-rating, face-to-face); as well as (iv) for different age groups (e.g. adolescents and adults), and (v) in different cultural settings. Finally, (vi) cut-off scores should be defined on the basis of clinical examination. The Problematic Internet Use Questionnaire (PIUQ) (Demetrovics et al. 2008) fulfills several of the aforementioned criteria. The 18-item PIUQ is a comprehensive measure that assesses three basic aspects of problematic Internet use (i.e., obsession, neglect, and control disorder). The 18-item and the shorter 9-item versions of the PIUQ have a reliable structure, and are suitable for time-limited surveys and have proved to be valid across various methods of data collection (i.e., online as well as paper-pencil) and age groups (Demetrovics et al. 2008; Koronczai et al. 2011). However, its implementation has so far mostly taken place in Western individualistic cultures (Kelley and Gruber 2010, 2013; Koronczai et al. 2011; Zahodne et al. 2011. To date, the PIUQ has also been applied in a survey in Iran with good Cronbach’s alpha coefficients and subscales (Mazhari 2012a, 2012b). Consequently, validation of the questionnaire in a culture that is significantly different from the Western culture is needed. Accordingly, the aim of the present study was the validation of the 9-item PIUQ among the Chinese population.
Zdravstveno Varstvo | 2016
Mirna Macur; Orsolya Király; Aniko Maraz; Katalin Nagygyörgy; Zsolt Demetrovics
Abstract Background Internet use is an integral part of our everyday activities; however, Internet use may become problematic and harmful in a minority of cases. The majority of reported prevalence rates of problematic Internet use refer to adolescent samples, whereas epidemiological studies on representative adult populations are lacking. This study aimed to reveal the prevalence and characteristics of problematic Internet use in Slovenia. Methods Problematic Internet Use Questionnaire (PIUQ) was included in European Health Interview Study (EHIS) on representative Slovenian sample. The frequency of Internet use and problematic Internet use were both assessed. Results 59.9% of Slovenian adult population uses the Internet daily, and 3.1% are at risk of becoming problematic Internet users, 11% in the age group from 20 to 24 years. Those being at risk for becoming problematic Internet users are younger (mean age 31.3 vs. 48.3 for non-problematic users), more likely to be males (3.6% of males, whereas 2.6% of females are affected), students (12.0%), unemployed (6.3%) or unable to work (8.7%), single (6.5%), with high education (4.5%). Regression analysis revealed that the strongest predictor of being at risk for problematic Internet use is age (ß=-0.338, p<0.001); followed by high educational level (ß=0.145; p<0.001) and student status (ß=0.136; p<0.001). Conclusion 3.1% of Slovenian adult population are at risk of becoming problematic Internet users, whereas 3 out of 20 Slovenian adolescents aged from 18 to 19 years are at risk (14.6%). Prevention programs and treatment for those affected are paramount, especially for the young generation.