Katalin Nagygyörgy

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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)
Although the majority of research focuses on the risks and disadvantages of online gaming, the present authors suggest that online games also represent new ways of satisfying basic human needs within the conditions of modern society. The aim of our present study was to reveal and operationalize the components of the motivational basis of online gaming. A(More)
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)
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)
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)
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)
Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players Katalin Nagygyörgy a , Róbert Urbán a , Judit Farkas a , Mark D. Griffiths b , Dalma Zilahy a , Gyöngyi Kökönyei a , Barbara Mervó a , Antónia Reindl a , Csilla Ágoston a , Andrea Kertész a , Eszter Harmath a , Attila Oláh a & Zsolt Demetrovics a a Eötvös Loránd(More)
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.(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)
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 (Király et al. 2015). The most frequently used questionnaire is the Internet Addiction Test (Young 1998). However, its factor structure(More)
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