Katalin Nagygyörgy

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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(More)
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(More)
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(More)
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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(More)
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(More)
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(More)
In parallel with the increasing popularity of online games, researchers have reported an increasing number of problematic users. For this reason there is a growing amount of literature analyzing the effects of online games. The present review described the evolution of online games as well as their types and specific characteristics of these types. This(More)
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