Róbert Urbán
Eötvös Loránd University
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Featured researches published by Róbert Urbán.
Chronobiology International | 2011
Róbert Urbán; Tímea Magyaródi; Adrien Rigó
The impact of diurnal preferences on health-related behaviors is acknowledged but relatively understudied. The aim of this study was threefold: (1) testing the measurement model of the Hungarian version of the reduced Horne-Östberg Morningness-Eveningness Questionnaire (Hungarian Version of the rMEQ); (2) estimating chronotypes and their prevalence; and (3) analyzing the relationship between morningness-eveningness/chronotypes and health-impairing behaviors, including smoking, alcohol use, and physical inactivity in adolescents. Self-reported data on the Hungarian version of the rMEQ, smoking, alcohol use, and physical inactivity obtained from Hungarian high-school students (ninth grade, N = 2565) were analyzed with confirmatory factor analysis (CFA), latent profile analysis (LPA), structural equation modeling, and analysis of variance (ANOVA). A one-factor model of morningness was supported, which included rising time, peak time, retiring time, and self-evaluation of chronotype. Morningness was significantly associated with a lower likelihood of smoking and alcohol use, and also with a lower level of physical inactivity. Using LPA, the authors identified three chronotypes: intermediate type (50.7%), morning type (30.5%), and evening type (18.8%). Compared to the evening-type participants, intermediate- and morning-type participants were significantly less likely to experiment with smoking, to smoke nondaily, and to smoke daily. Moreover, both intermediate- and morning-type students reported less lifetime alcohol use and less physical inactivity than evening-type students. Chronopsychological research can help to understand the relatively unexplored determinants of health-impairing behaviors in adolescents associated with chronotype.
Substance Use & Misuse | 2012
Krisztina Berczik; Attila Szabo; Mark D. Griffiths; Tamás Kurimay; Bernadette Kun; Róbert Urbán; Zsolt Demetrovics
Regular physical activity plays a crucial role in health maintenance and disease prevention. However, excessive exercise has the potential to have adverse effects on both physical and mental health. The scholastic and empirical discussion of excessive physical activity focuses on obsessive and compulsive exercising, and uses several labels. However, in this review, we argue that the most appropriate term for this phenomenon is exercise addiction, emphasizing that excessive physical exercise fits the typical and most common characteristics of behavioral addictions. The aim of this review is to synthesize the current knowledge on symptomology, diagnosis, epidemiology, and etiology of exercise addiction.
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.
Cyberpsychology, Behavior, and Social Networking | 2014
Orsolya Király; Mark D. Griffiths; Róbert Urbán; Judit Farkas; Gyöngyi Kökönyei; Zsuzsanna Elekes; Domokos Tamás; Zsolt Demetrovics
There is an ongoing debate in the literature whether problematic Internet use (PIU) and problematic online gaming (POG) are two distinct conceptual and nosological entities or whether they are the same. The present study contributes to this question by examining the interrelationship and the overlap between PIU and POG in terms of sex, school achievement, time spent using the Internet and/or online gaming, psychological well-being, and preferred online activities. Questionnaires assessing these variables were administered to a nationally representative sample of adolescent gamers (N=2,073; Mage=16.4 years, SD=0.87; 68.4% male). Data showed that Internet use was a common activity among adolescents, while online gaming was engaged in by a considerably smaller group. Similarly, more adolescents met the criteria for PIU than for POG, and a small group of adolescents showed symptoms of both problem behaviors. The most notable difference between the two problem behaviors was in terms of sex. POG was much more strongly associated with being male. Self-esteem had low effect sizes on both behaviors, while depressive symptoms were associated with both PIU and POG, affecting PIU slightly more. In terms of preferred online activities, PIU was positively associated with online gaming, online chatting, and social networking, while POG was only associated with online gaming. Based on our findings, POG appears to be a conceptually different behavior from PIU, and therefore the data support the notion that Internet Addiction Disorder and Internet Gaming Disorder are separate nosological entities.
Addictive Behaviors | 2008
Róbert Urbán; Gyöngyi Kökönyei; Zsolt Demetrovics
Sensation seeking is a strong correlate of alcohol consumption among young people, yet the research on mediators of this association is mainly limited to English-speaking adolescents. The proposed model of the present study includes antecedent variables (sensation seeking, age and gender), mediators (positive and negative expectancies and drinking motives), and one outcome variable (a composite score of alcohol use). Self-reported data obtained from Hungarian high school students (N=707, mean age 16.6, SD=1.5) were analyzed with structural equation modeling. The general model fit was excellent, and this study supported the proposed sensation seeking --> positive and negative expectancies --> drinking motives --> alcohol use indirect effects. The total indirect effect explains 38% of sensation seeking and alcohol use association. Results support the notion that positive expectancy mediates between sensation seeking and drinking motives, and finally, positive expectancy and drinking motives are mediators between sensation seeking and alcohol use.
Cyberpsychology, Behavior, and Social Networking | 2011
Beatrix Koronczai; Róbert Urbán; Gyöngyi Kökönyei; Borbála Paksi; Krisztina Papp; Bernadette Kun; Petra Arnold; János Kállai; Zsolt Demetrovics
As the Internet became widely used, problems associated with its excessive use became increasingly apparent. Although for the assessment of these problems several models and related questionnaires have been elaborated, there has been little effort made to confirm them. The aim of the present study was to test the three-factor model of the previously created Problematic Internet Use Questionnaire (PIUQ) by data collection methods formerly not applied (off-line group and face-to-face settings), on the one hand, and by testing on different age groups (adolescent and adult representative samples), on the other hand. Data were collected from 438 high-school students (44.5 percent boys; mean age: 16.0 years; standard deviation=0.7 years) and also from 963 adults (49.9 percent males; mean age: 33.6 years; standard deviation=11.8 years). We applied confirmatory factor analysis to confirm the measurement model of problematic Internet use. The results of the analyses carried out inevitably support the original three-factor model over the possible one-factor solution. Using latent profile analysis, we identified 11 percent of adults and 18 percent of adolescent users characterized by problematic use. Based on exploratory factor analysis, we also suggest a short form of the PIUQ consisting of nine items. Both the original 18-item version of PIUQ and its short 9-item form have satisfactory reliability and validity characteristics, and thus, they are suitable for the assessment of problematic Internet use in future studies.
Psychiatry Research-neuroimaging | 2014
Róbert Urbán; Bernadette Kun; Judit Farkas; Borbála Paksi; Gyöngyi Kökönyei; Zsolt Unoka; Katalin Felvinczi; Attila Oláh; Zsolt Demetrovics
The Derogatis symptom checklist (SCL-90-R) and its short version, the Brief Symptom Inventory (BSI), are widely used instruments, despite the fact that their factor structures were not clearly confirmed. The goals of this research were to compare four measurement models of these instruments including one-factor, nine-factor, a second-ordered factor model and a bifactor model, in addition to testing the gender difference in symptom factors in a community sample. SCL-90-R was assessed in a large community survey which included 2710 adults who represent the population of Hungary. Statistical analyses included a series of confirmatory factor analyses and multiple indicator multiple cause (MIMIC modeling). The responses to items were treated as ordinal scales. The analysis revealed that the bifactor model yielded the closest fit in both the full SCL-90-R and BSI; however the nine-factor model also had an acceptable level of fit. As for the gender differences, women scored higher on global severity, somatization, obsession-compulsion, interpersonal sensitivity, depression and anxiety factors. Men scored higher on hostility and psychoticism. The bifactor model of symptom checklist supports the concept of global symptom severity and specific symptom factors. Global symptom severity explains the large correlations between symptom factors.
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.
Nicotine & Tobacco Research | 2010
Róbert Urbán
BACKGROUND Sensation seeking is a strong correlate of smoking among adolescents, yet the research on mediators of this association is not well established. The proposed model of the present study includes antecedent variables (sensation seeking), mediators (perceived peer smoking, outcome expectancies including negative consequences, positive reinforcement, negative reinforcement, and appetite-and-weight control), and one outcome variable (smoking cigarettes during the past 30 days). METHODS Self-reported data obtained from Hungarian high-school students (ninth grade, N = 2,565, mean age 15.3 years, SD = 0.56) were analyzed with structural equation modeling. Before testing of the main model, the construct validity of mediators (outcome expectancy scales) was supported with confirmatory factor analysis (CFA) and structural equation modeling. The final model was tested with structural equation modeling, and the goodness-of-fit indices and the proportion of direct and indirect effects were analyzed. RESULTS Our mediational model had an excellent model fit, and this study supported both the proposed sensation seeking-->positive and negative reinforcement-->smoking behavior pathways and sensation seeking-->perceived peer smoking-->positive and negative reinforcement-->smoking behavior pathways. The total indirect effect explains 76% of sensation seeking and smoking association. Results support the notion that positive and negative reinforcement expectancies mediate between sensation seeking and smoking. DISCUSSION Results support the notion that perceived peer smoking, positive and negative reinforcement expectancies mediate between sensation seeking and smoking.
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.