Orsolya Király - Academia.edu (original) (raw)
Papers by Orsolya Király
PLOS ONE, 2014
<p>Empty cells represents the factor loadings that are fixed to 0; all other factor loading... more <p>Empty cells represents the factor loadings that are fixed to 0; all other factor loadings are significant at least at p<.001. Cronbach's alpha of the total 20 items of the Internet Gaming Disorder Test is.88.</p><p>Confirmatory Factor Analysis of the 20 items of the IGD-20 Test.</p
JAMA Pediatrics, Jun 1, 2022
Addictive Behaviors, Dec 1, 2022
JMIR mental health, Mar 23, 2021
Background: The emerging popularity of playing video games (gaming) as a hobby and as a professio... more Background: The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies. Objective: The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD. Methods: A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar). Results: The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (β=.04; P=.02; 0.1% change in the explained variance). Conclusions: Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD.
Frontiers in Psychiatry, Apr 29, 2019
varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerabil... more varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerability factor for problematic online gaming, but this requires further investigation and replication.
Addiction, Feb 9, 2016
Heavy use over time is a necessary condition of addictive disorders; however, in itself it is not... more Heavy use over time is a necessary condition of addictive disorders; however, in itself it is not a sufficient measure to assess addiction, neither in the case of internet use in general nor internet gaming disorder in particular.
Comprehensive Psychiatry, Apr 1, 2023
Current opinion in behavioral sciences, Oct 1, 2022
Journal of behavioral addictions, Sep 1, 2015
Background and Aims: Survey-based studies often fail to take into account the predictive value of... more Background and Aims: Survey-based studies often fail to take into account the predictive value of a test, in other words, the probability of a person having (or not having) the disease when scoring positive (or negative) on the given screening test. Methods: We re-visited the theory and basic calculations of diagnostic accuracy. Results: In general, the lower the prevalence the worse the predictive value is. When the disorder is relatively rare, a positive test finding is typically not useful in confirming its presence given the high proportion of false positive cases. For example, using the Compulsive Buying Scale (Faber & O'Guinn, 1992) three in four people classified as having compulsive buying disorder will in fact not have the disorder. Conclusions: Screening tests are limited to serve as an early detection "gate" and only clinical (interview-based) studies are suitable to claim that a certain behaviour is truly "pathological".
Journal of behavioral addictions, Mar 14, 2023
Journal of the American Academy of Child & Adolescent Psychiatry
Abstract en el fichero.Revisión por pare
European Psychiatry, 2021
COVID-19 pandemic and the related restrictions had a significant impact on the living and working... more COVID-19 pandemic and the related restrictions had a significant impact on the living and working conditions as well as the everyday behavior and mental health condition. Aim of the current analysis was to examine the impact of the input-deprived circumstances on the sexual life characteristics. An online survey carried out after a few weeks of the first nation-wide lockdown was enacted in Hungary. 1,755 persons participated in the first wave (50.4% males). Relationship and sexual life satisfaction, sexual intercourse and masturbation frequency were assessed with additional single-item questions about the subjective change (5-pont Likert scale; 1=“decreased significantly”; 5=“increased significantly) in these characetristics since the epidemiological restrictions had been introduced. Furthermore, several potential protective and risk factors were measured (depressive symptoms, perceived stress, loneliness, general well being, intolerance of uncertainty, sensation seeking, and COVID-...
Psychiatry Investigation
Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior... more Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ).Methods Test-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples.Results The item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scal...
Journal of Clinical Medicine
Background: The present study compared adult usage patterns of online activities, the frequency r... more Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. Methods: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). Results: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predict...
Journal of Behavioral Addictions
The present paper provides an overview of the possible risks, harms, and challenges that might ar... more The present paper provides an overview of the possible risks, harms, and challenges that might arise with the development of the esports field and pose a threat to professional esports players, spectators, bettors and videogame players, including underage players. These include physical and mental health issues, gambling and gambling-like elements associated with videogames and esports, the challenges arising from pursuing a career in esports, the unique difficulties women face, and a need for supporting professional esports players. It briefly discusses possible responses and suggestions regarding how to address and mitigate these negative consequences. It emphasizes the need for cooperation and collaboration between various stakeholders: researchers, policymakers, regulators, the gaming industry, esports organizations, healthcare and treatment providers, educational institutes and the need for further evidence-based information.
2018 IEEE Sciences and Humanities International Research Conference (SHIRCON), 2018
According to many reports, one of the fastest growing industries in the US is video games. In Per... more According to many reports, one of the fastest growing industries in the US is video games. In Peru, it is estimated that Peruvians spent more than one hundred million dollars annually in videogames. However this number may be underestimated since piracy is a common practice. With the rapid proliferation of this form of entertainment, the inclusion of Internet Gaming Disorder (IGD) in section III of the Diagnostic and Statistical Manual of Mental Disorders and the recent inclusion of Gaming Disorder in the beta draft of the 11th International Classification of Diseases, many academic researchers and health professionals have become concerned with the addictive properties of videogames. Previous research has found that motivational factors have an important role in addictive behaviors. For this reason, the present study aimed to identify the main motivational factors underlying IGD. To reach this goal, a large empirical survey was carried out among 821 Peruvian gamers. Results showed that escape and fantasy were the factors that most predict IGD among Peruvian gamers. Implications for mental health professionals, game developers, and academics are discussed.
PLOS ONE, 2014
<p>Empty cells represents the factor loadings that are fixed to 0; all other factor loading... more <p>Empty cells represents the factor loadings that are fixed to 0; all other factor loadings are significant at least at p<.001. Cronbach's alpha of the total 20 items of the Internet Gaming Disorder Test is.88.</p><p>Confirmatory Factor Analysis of the 20 items of the IGD-20 Test.</p
JAMA Pediatrics, Jun 1, 2022
Addictive Behaviors, Dec 1, 2022
JMIR mental health, Mar 23, 2021
Background: The emerging popularity of playing video games (gaming) as a hobby and as a professio... more Background: The emerging popularity of playing video games (gaming) as a hobby and as a professional sport raises awareness about both the benefits and possible downsides of the activity. Although a healthy and passionate hobby for most, a minority of gamers experience addiction-like symptoms and are considered to have gaming disorder (GD). GD has previously been found to be related to aversive conditions, such as depression or anxiety, as well as putatively maladaptive coping strategies. Objective: The aim of this study is twofold: to explore the moderating effect of different coping strategies and type of video game usage (professional [e-sport] or recreational) on the relationship between psychiatric symptoms and GD. Methods: A sample of 3476 gamers (n=3133, 90.13% males; mean age 23.20, SD 6.48 years) was recruited via the website and social networking site of the most popular gaming magazine in Hungary (GameStar). Results: The main effect of psychiatric symptoms was moderate to large in all models, whereas the moderation effects were significant (P<.001) for 4 out of 8 coping strategies (ie, self-blame/self-distraction, denial, emotional/social support, and active coping). However, the explained variance of the models only increased negligibly (from 0.3% to 0.5%) owing to the moderation effect. The direction of the moderations was as expected (ie, putatively maladaptive strategies were associated with more GD symptoms when the level of psychiatric symptoms was high, while putatively adaptive strategies were associated with less). Furthermore, no considerable moderation effect of the player type (recreational vs professional players) was found on the association between psychiatric symptoms and GD (β=.04; P=.02; 0.1% change in the explained variance). Conclusions: Future studies should be designed to better understand coping-related mechanisms in the context of video gaming and GD.
Frontiers in Psychiatry, Apr 29, 2019
varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerabil... more varied for boys and girls, suggesting that trait rumination might be a gender-specific vulnerability factor for problematic online gaming, but this requires further investigation and replication.
Addiction, Feb 9, 2016
Heavy use over time is a necessary condition of addictive disorders; however, in itself it is not... more Heavy use over time is a necessary condition of addictive disorders; however, in itself it is not a sufficient measure to assess addiction, neither in the case of internet use in general nor internet gaming disorder in particular.
Comprehensive Psychiatry, Apr 1, 2023
Current opinion in behavioral sciences, Oct 1, 2022
Journal of behavioral addictions, Sep 1, 2015
Background and Aims: Survey-based studies often fail to take into account the predictive value of... more Background and Aims: Survey-based studies often fail to take into account the predictive value of a test, in other words, the probability of a person having (or not having) the disease when scoring positive (or negative) on the given screening test. Methods: We re-visited the theory and basic calculations of diagnostic accuracy. Results: In general, the lower the prevalence the worse the predictive value is. When the disorder is relatively rare, a positive test finding is typically not useful in confirming its presence given the high proportion of false positive cases. For example, using the Compulsive Buying Scale (Faber & O'Guinn, 1992) three in four people classified as having compulsive buying disorder will in fact not have the disorder. Conclusions: Screening tests are limited to serve as an early detection "gate" and only clinical (interview-based) studies are suitable to claim that a certain behaviour is truly "pathological".
Journal of behavioral addictions, Mar 14, 2023
Journal of the American Academy of Child & Adolescent Psychiatry
Abstract en el fichero.Revisión por pare
European Psychiatry, 2021
COVID-19 pandemic and the related restrictions had a significant impact on the living and working... more COVID-19 pandemic and the related restrictions had a significant impact on the living and working conditions as well as the everyday behavior and mental health condition. Aim of the current analysis was to examine the impact of the input-deprived circumstances on the sexual life characteristics. An online survey carried out after a few weeks of the first nation-wide lockdown was enacted in Hungary. 1,755 persons participated in the first wave (50.4% males). Relationship and sexual life satisfaction, sexual intercourse and masturbation frequency were assessed with additional single-item questions about the subjective change (5-pont Likert scale; 1=“decreased significantly”; 5=“increased significantly) in these characetristics since the epidemiological restrictions had been introduced. Furthermore, several potential protective and risk factors were measured (depressive symptoms, perceived stress, loneliness, general well being, intolerance of uncertainty, sensation seeking, and COVID-...
Psychiatry Investigation
Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior... more Objective Gaming motivations are crucial aspects of healthy and problematic video gaming behavior. The aim of this study was to assess the psychometric properties of the widely used Motives for Online Gaming Questionnaire (MOGQ).Methods Test-retest reliability was evaluated in a sample of 66 university students. Data from 791 participants in an online survey of Iranian online gamers were examined to assess convergent validity and construct validity using confirmatory factor analysis. Internal consistency of MOGQ factors was assessed in both samples.Results The item content validity index (I-CVI) and the scale content validity index (S-CVI) were between 0.8 and 1.0 for clarity and relevancy. The test-retest reliability of the 27-item questionnaire was 0.85 and internal consistency was 0.94. After incorporating additional error paths, model fit improved to an acceptable level. The MOGQ factors had acceptable correlations with relevant motivational scales such as Gaming Motivation Scal...
Journal of Clinical Medicine
Background: The present study compared adult usage patterns of online activities, the frequency r... more Background: The present study compared adult usage patterns of online activities, the frequency rate of problematic internet use (PIU), and risk factors (including the psychopathology associated with PIU, i.e., distress and impulsivity) among adults in 15 countries from Europe, America, and Asia. Methods: A total of 5130 adults from Belgium, Finland, Germany, Italy, Spain, France, Switzerland, Hungary, Poland, UK, Norway, Peru, Canada, US, and Indonesia completed an online survey assessing PIU and a number of psychological variables (i.e., depression, anxiety, stress, and impulsivity). The sample included more females, with a mean age of 24.71 years (SD = 8.70). Results: PIU was slightly lower in European countries (rates ranged from 1.1% in Finland to 10.1% in the UK, compared to 2.9% in Canada and 10.4% in the US). There were differences in specific PIU rates (e.g., problematic gaming ranged from 0.4% in Poland to 4.7% in Indonesia). Regression analyses showed that PIU was predict...
Journal of Behavioral Addictions
The present paper provides an overview of the possible risks, harms, and challenges that might ar... more The present paper provides an overview of the possible risks, harms, and challenges that might arise with the development of the esports field and pose a threat to professional esports players, spectators, bettors and videogame players, including underage players. These include physical and mental health issues, gambling and gambling-like elements associated with videogames and esports, the challenges arising from pursuing a career in esports, the unique difficulties women face, and a need for supporting professional esports players. It briefly discusses possible responses and suggestions regarding how to address and mitigate these negative consequences. It emphasizes the need for cooperation and collaboration between various stakeholders: researchers, policymakers, regulators, the gaming industry, esports organizations, healthcare and treatment providers, educational institutes and the need for further evidence-based information.
2018 IEEE Sciences and Humanities International Research Conference (SHIRCON), 2018
According to many reports, one of the fastest growing industries in the US is video games. In Per... more According to many reports, one of the fastest growing industries in the US is video games. In Peru, it is estimated that Peruvians spent more than one hundred million dollars annually in videogames. However this number may be underestimated since piracy is a common practice. With the rapid proliferation of this form of entertainment, the inclusion of Internet Gaming Disorder (IGD) in section III of the Diagnostic and Statistical Manual of Mental Disorders and the recent inclusion of Gaming Disorder in the beta draft of the 11th International Classification of Diseases, many academic researchers and health professionals have become concerned with the addictive properties of videogames. Previous research has found that motivational factors have an important role in addictive behaviors. For this reason, the present study aimed to identify the main motivational factors underlying IGD. To reach this goal, a large empirical survey was carried out among 821 Peruvian gamers. Results showed that escape and fantasy were the factors that most predict IGD among Peruvian gamers. Implications for mental health professionals, game developers, and academics are discussed.