Andrzej CudoJohn Paul II Catholic University of Lublin · Institute of Psychology
Andrzej Cudo
Doctor of Psychology
About
89
Publications
37,618
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,308
Citations
Publications
Publications (89)
Previous studies have focused on social, personality, emotional, and environmental factors associated with gaming and gaming disorder (GD) risk. However, little is still known about the relationship between cognitive functioning and GD in the context of playing action videogames. Consequently, the present study examined the association between gami...
Research has investigated the impact of video game play on cognitive processes and perceptions during and after gaming. These studies have primarily focused on cognitive functions such as perceptions, attention, working memory, and skill transfer. However, little attention has been paid to the short-term effects of gaming. Research on Game Transfer...
Flow Short Scale 3-faced construct validation Mokken analysis CFA ESEM measurement invariance The current study aimed to verify the psychometric properties of the Flow Short Scale (FSS) on a group of 528 Polish board game players. Participants were asked to refer to a state of engagement during playing their most preffered board game. The experienc...
Recently, there has been an increase in the number of aid campaigns launched via social media. The paper explores the phenomenon called “helping by clicking,” which consists in clicking “Like” to support a charitable campaign or cause. The main aim of the paper is to present a new measure: The Helping by Clicking Types Questionnaire (HCTQ), assessi...
Facebook is a platform for social contacts, establishing relationships, and solving interpersonal
conflicts. Consequently, understanding online emotional and social behaviour in problematic and
nonproblematic Facebook use is important to explore how people function on social media. In
this context, the current study examined the differences between...
Research on neural correlates of empathy towards pain identified as an event-related potential (ERP) component has become popular recently. However, N1, P2, and N2 components were found to be unreliable indicators of empathy-related processes. Thus, we decided to test whether the neuronal response of these components relates to empathy or whether i...
Introduction and objective: To identify predictors of depression, anxiety, and stress within the sociodemographic, occupational,
and COVID-19-related factors in the group of female and male university staff. Materials and methods: The study was
conducted over six months (from March to August 2021) during the third wave of the COVID-19 pandemic amon...
Introduction and objective: Analysis of distress risk and protective factors regarding sociodemographic and COVID-19
pandemic related factors in the group of women and men working at Polish universities. Materials and methods: From March
to August 2021, an online survey was conducted among 1,015 university staff aged 22–82 (M = 44.39 years, SD = 11...
Background
In the autosomal recessive disorder of copper metabolism, Wilson's disease (WD), patients present hepatic, neurological, and psychiatric symptoms combined in different and unpredictable ways. Brain pathology primarily affects the basal ganglia and may cause movement, cognitive, affective, and behavioral disturbances. Personality traits h...
Purpose
This study aims to adapt and verify the psychometric properties of the Craving for Internet Gaming Scale (CIGS) in a Polish sample. Craving, although observed as significantly associated with Internet Gaming Disorder, is not currently included in its diagnostic criteria. This research addresses the need for scales to measure craving in this...
Loot boxes are random virtual items in video games that gamers can purchase using real or virtual in-game money. Brooks and Clark (2019) developed a five-item measure of risky behaviors surrounding the use of loot boxes called the Risky Loot Box Index (RLI). So far, it is one of the few validated instruments to evaluate difficulties in controlling...
The cross-sectional study aimed to examine the relationships between motives for smartphone use, family satisfaction, loneliness, grade point average (GPA), and problematic smartphone use (PSU). It included 519 elementary school students aged 12–16 years ( M = 13.87, SD = 1.01). The authors used the Smartphone Addiction Scale, the Smartphone Usage...
The relationship between religiosity and gambling behaviors presents a complex and
multifaceted picture. Prior research has yielded mixed results, highlighting the need to examine existing literature systematically. This systematic review and meta-analysis aim to explore the correlation between various levels of religiosity and gambling behaviors a...
Introduction
Gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. Current research primarily highlights single types of factors. Consequently, the present study simultaneously analyzed the role of individual factors, such as self-control dimensions and motives for gaming,...
Cyberchondria, defined as excessive concern about one's health and looking for solutions to health problems on the Internet, is becoming increasingly common. This paper examines the relations between the dimensions of stress appraisal (threat, challenge-activity, challenge-passivity, harm/loss) and cyberchondria. We also tested whether these relati...
Introduction
As being an initiating actions and resisting short-term temptations, self-control is negatively related to digital media addiction. However, many studies indicate that there are variables that may mediate this relationship. The present study investigated the mediating role of media multitasking and time style in the relationship betwee...
Introduction: research on game transfer phenomena (GTP) is focused on understanding the impact of video game features and experiences on sensory perception, thoughts, and behaviors rather than on excessive/uncontrollable playing regardless of negative consequences. However, studies have shown a relationship between GTP and gaming disorder, and ther...
Facebook is one of the most popular social media platforms. As well as facilitating contact and the exchange of information, the use of Facebook can lead to problematic Facebook use (PFU) among a small number of users. Previous studies have shown the relationship between PFU and early maladaptive schemas (EMSs). Additionally, previous studies have...
Despite the impact of the COVID‐19 outbreak being largely negative on parents and children, for some families, lockdown could also bring about some positive effects, for example, increased emotional closeness, and more time for joint activity. The aim of the current study was to investigate cross‐sectionally the most important correlates of the pos...
Facebook is one the most popular social networking sites in the world. The social aspect and perceiving oneself in the context of relationships seem to be crucial in the analysis of Facebook use. In recent years the number of Facebook users has been increasing, which is related to the problem of Facebook intrusion. Machiavellianism and selected int...
Several reports on the potential relationship between immersion experienced by gamers and problematic videogames use (PVG) have recently appeared in the literature but their results often vary. This discrepancy may be due to the fact that games can be chance-dependent (CDG) or chance-independent (CIG). This may also be due to the nature of the rela...
Unlabelled:
Access to health information can have positive effects in the form of increased health awareness. However, self-diagnosis based on information available on websites can be dangerous, causing distress as an increasing amount of time is spent on searching. The main aim of the study was to determine the role of emotional functioning in th...
Loot boxes are random virtual items in video games that gamers can purchase using real or virtual in-game money. Brooks and Clark (2019) developed a new five-item measure of risky behaviors surrounding the use of loot boxes the Risky Loot Box Index (RLI). So far, it is the only validated instrument to evaluate difficulties in controlling the use of...
This study investigated the relationship between fear of the coronavirus, belief in COVID-19 conspiracy theories, and dimensions of the need for cognitive closure. As there is evidence of associations between these variables, we hypothesized that the relationship between the need for closure dimensions and coronavirus fear may be mediated by conspi...
In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish ver...
The present study analyzed the relationship between gaming disorder (GD), motives for gaming, and psychological problems in daily life (i.e., depression, loneliness, and self-control deficits) among Polish gamers. More specifically, the purpose of the present study was to analyze the indirect effects between GD and psychological problems in daily l...
Microbiological diagnostics is of great importance in limiting the spread of nosocomial infections. The information on etiological agents of infections and their susceptibility to antibiotics enables a quick response in the case of a suspected epidemic outbreak. The aim of this study is to analyze the incidence of nosocomial urinary tract infection...
Nowadays social networking sites are commonly available and used by people in different
age groups. These are used especially to communicate with other users but sometimes it turns
into addiction, when people overuse it. This phenomenon belongs to so-called behavioural
addiction which, only recently, has been described in scientific literature. It...
The present study investigated the relationship between problematic video gaming (PVG) and early maladaptive schemas (EMSs) among male and female gamers. Additionally, the present study investigated depression and anxiety as mediators in the relationship between EMSs and PVG. The study comprised 673 videogame players (391 female gamers) aged from 1...
Game Transfer Phenomena altered perceptions gamers video games experience Studies show that gamers experience altered sensory perceptions, automatic thoughts and behaviors with video game content when not playing. These experiences are referred to as Game Transfer Phenomena (GTP). The first aim of the current study was the psychometric assessment o...
Social networking sites, especially Facebook, have become increasingly popular over the past decades. However, besides the benefits of using Facebook, negative effects in the form of Facebook intrusion are also increasingly pointed out. Much of the research focuses on personality, emotional and social factors related to Facebook intrusion. However,...
There is a need to have reliable and accessible screening measures of mentalizing ability to investigate the role of this capacity in social functioning and its development, emergence of psychopathological conditions, as well as to understand its role in psychotherapeutic processes. The 8-itemed Reflective Functioning Questionnaire (RFQ-8) has been...
Previous studies have shown the essential role of self-control in the development of behavioral addiction such as gaming, Internet, or gambling addiction. On the one hand, most studies have considered self-control as a homogeneous phenomenon. On the other hand, little evidence has been found on the relationship between the self-control dimensions a...
Mobile phones have become an indispensable tool in different areas of life, however this often results in some negative effects, especially among their youngest users. The aim of the present study is to analyze the relationship between social anxiety and social skills via problematic smartphone use (PSU) for predicting somatic symptoms and academic...
The study aimed to find out whether the imagery ability within the two subcomponents of motor imagery (visual and kinesthetic) allows predicting the results in simple response time task and eye-hand coordination task in a group of young male soccer players (9-15 years old). Non-specific simple response time and eye-hand coordination play a key role...
Deficits in the individuals’ functioning manifesting as a specific Internet addiction may be revealed during contact with the cue associated with addiction. In this context, frequent Facebook users presented spontaneous hedonic reactions following Facebook stimuli compared to less frequent Facebook users. Additionally, a tool like Facebook, created...
In recent years, the new media have become so attractive that they are used for meetings, entertainment, and work. People more and more often use Facebook or phones instead of doing their work or family duties. The main aim of the present study was to test the mediating role of future anxiety in the relationship between procrastination and problema...
Background
Facebook is used for work, entertainment and communication. However, there is potential for problematic or addictive use which can cause significant mental and physical health problems. The Facebook Intrusion Questionnaire (FIQ; Elphinston & Noller, 2011) is one of the most widely used measures of problematic Facebook use. However, no pr...
Academic dishonesty has serious consequences for human lives, social values, and economy. The main aim of the study was to explore a model of relations between personal and cultural variables and academic dishonesty. The participants in the study were N = 2,586 individuals from nine countries (Pakistan, Israel, Italy, India, the USA, Peru, Romania,...
Are there differences in divergent thinking and personality traits between students who attend art‐based high schools and non‐art‐based high schools? The main goal of this exploratory study was to focus on this question and to explore the factors that might differentiate a sample of art and non‐art high school students. We addressed these questions...
Introduction
During the COVID-19 pandemic people experience higher levels of negative emotions, as well as face many negative and intense emotions felt by others. Thus, it is important to look for risk and protective factors that allow and help individuals to regulate these negative emotions and adapt to the hardships of the COVID-19 pandemic.
Obj...
Excessive Facebook use affects users’ everyday social, health, and emotional functioning. The main aim of the study was to investigate the relations between Facebook intrusion, emotional functioning (three aspects of emotional intelligence, the tendency to ruminate, and the tendency to experience anxiety), and health problems (somatic symptoms, soc...
The social aspect of human functioning seems to play a considerable role in the explanation of the Facebook intrusion phenomenon. The present article examines the relation between social support and Facebook intrusion, with hope of success and positive orientation controlled for. We administered the Facebook Intrusion Questionnaire, the Multidimens...
The aim of this study was twofold. Firstly, it explored the relationships between morningness, Big Five personality traits, depression, and problematic Internet use (PIU). Secondly, it examined the possible mediating role of depression in these relationships. The following measures were used: the Internet Addiction Test, the Composite Scale of Morn...
Facebook is an increasingly popular online social media platform for communication, entertainment, and information exchange. Previous studies have shown the relationship between problematic Facebook use (PFU) and mental health problems. Additionally, previous studies have reported associations between maladaptive cognitive schemas and mental health...
Background
Previous studies carried out in different countries have indicated that young adults experienced higher levels of emotional distress, in the form of depressive and anxiety symptoms, than older age groups during the COVID-19 pandemic. However, little is known about which pandemic-related difficulties and factors may contribute to these fo...
The development of new technology has contributed to changes in everyday functioning. How-ever, one possible negative aspect of new technologies is their problematic, uncontrolled use. Dysfunctional self-control is a critical aspect of problematic behavior. Consequently, the present research investigated the relationship between problematic video g...
Over the past few decades, many new technologies have emerged, such as portable computers, the internet and smartphones, which have contributed to improving the lives of individuals. While the benefits of these new technologies are overwhelmingly positive, negative consequences are experienced by a minority of individuals. One possible negative asp...
Objective: Several researchers and clinicians have focused on the negative consequences of the COVID-19 pandemic for children and parents. However, we may suppose that some families may also experience positive aspects of the COVID-19 lockdown such as increased emotional closeness and more time for free play and creativity in parent-child relations...
Background
Previous studies demonstrated positive relations between various forms of maltreatment and suicidal ideation; however, mechanisms underlying these relationships are not well understood. We propose that the experience of maltreatment in childhood may lead to high levels of generalized guilt and shame, resulting in an increase of depressiv...
Background. Previous studies carried out in different countries indicated that young adults experience higher levels of depressive and anxiety symptoms than older age groups during the COVID-19 pandemic. However, little is known about which epidemic-related difficulties and factors may contribute to these forms of emotional distress in various age...
In the modern day, it is important to identify the determinants of Facebook addiction and game disorder. The main aim of our study is to examine the relationship between Facebook intrusion, gaming disorder and depression to verify whether depression mediates the relationship between these types of addiction and self-esteem. A total of 235 video gam...
Facebook is one of the most popular social network sites and communication platforms. However, besides many positive elements related to the use of this network site, in some cases it may lead to addiction. Therefore, the main aim of our study was to identify Facebook addiction predictors, in particular, to verify whether impulsivity, as a dimensio...
Brain–computer interfaces (BCIs) allow control of various applications or external devices solely by brain activity, e.g., measured by electroencephalography during motor imagery. Many users are unable to modulate their brain activity sufficiently in order to control a BCI. Most of the studies have been focusing on improving the accuracy of BCI con...
The development of modern technologies has facilitated positive functioning in various aspects of everyday life. However, in addition to positive changes, there are also issues related to problematic behavior associated with new technologies and new media, such as problematic Facebook use (PFU) and problematic video gaming (PVG). Therefore, the pur...
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerging adulthood. From among the factors which were considered significant in previous studies, we decided to include the following in our research: empathy, self-esteem, self-efficacy and loneliness. Additionally, we wanted to examine which predictors...
Purpose: The aim of this study was to identify relationships between problematic Internet use and cognitive motivation. Particular attention was given to the need for cognitive closure, a factor of great importance when it comes to motivations for decision-making and organizing incoming information, including that originating from the Internet.
Me...
Social networking sites have become an important means of communication used for professional, private, recreational, or information purposes. Many studies have shown that the way we present ourselves on Facebook depends on some personality dimensions. The important question is whether this relation is universal or depends on culture. The main aim...
Facebook intrusion, Facebook context, cognitive control, proactive control, reactive control More and more people are using social networking sites, with Facebook being one of the most popular. So far, most of the research on using Facebook has focused on emotional, social, and personality-related factors and few studies have investigated the pheno...
The Internet, being generally available, is used by all age groups for professional purposes
and also as a form of education and entertainment. It is, however, possible to use the Internet excessively, resulting in an addiction. Internet addiction can be classified as one of the so-called ‘behavioral addictions’, and until recently it has rarely be...
With the increase in the popularity of the Internet, more and more of its users are becoming addicted to it. Special focus in this study is placed on adolescents and emerging adults who constitute the largest number of users in Poland. The participants in the study were 718 individuals aged 12 to 30 (M = 17.57, SD = 3.63). There were two groups: 39...
A growing body of research has demonstrated that affect modulates cognitive control modes such as proactive and reactive control. Several studies have suggested that positive affect decreases proactive control compared to neutral affect. However, these studies only focused on the valence of affect and often omitted two of its components: arousal an...
Technological advancements, on the one hand, facilitate everyday activities and, on the other hand, may lead to problematic behavior. These include problematic video gaming (PVG) and problematic Internet use. The purpose of this article is to present the specificity of these behavioral addictions in a group of Polish young adults and to determine t...
Wstęp. Celem niniejszej pracy jest analiza zależności pomiędzy przekonaniami o kontaktach interpersonalnych, samooceną oraz obrazem siebie i świata a nasileniem skłonności do problemowego korzystania z gier komputerowych.
Materiał i metody. Przebadano 270 uczniów szkół średnich, przy czym do dalszych analiz wybrano 142 osoby grające w gry komputero...
Wprowadzenie. Rozwój Internetu przyczynił się do wielu pozytywnych
zmian w życiu człowieka. Jednakże stał się on również przyczyną
dysfunkcyjnych zachowań.
Cel. Określenie częstości występowania wśród studentów nauk
społecznych i humanistycznych objawów problematycznego używania
Internetu oraz problemowego korzystania z gier komputerowych.
Wykazani...
Aims. The aim of this paper is to look for connections between self-esteem, interpersonal relations, the world and life image and the intensification of problematic Internet use, taking into consideration differences resulting from gender. Another aim is to determine predictors connected with problematic Internet use in the group of female and male...
The purpose of our experiment was to test event-related potentials (ERP) accompanying the process of brand extension evaluation in people speaking Indo-European languages. The experimental procedure consisted of sequential presentations of pairs of stimuli; namely, a beverage brand name and a product name. The products fell into the category of bev...
Brain-computer interfaces (BCI) are systems that enable the conversion of CNS bioelectrical signal to the external reactions of applications or devices without a muscular activity. The most popular BCIs use the oscillations of sensorimotor rhythms registered during movement imagery (Motor Imagery BCI; MI-BCI) (Hwang et al. 2013). There are several...
(eng.) In the globalisation era, marketers see the need to adjust for cultural diversity. People from different cultures can, inter alia, perceive the same product differently, depending on whether its features are congruent with the commonly accepted values of the given culture. So far, very little neuromarketing research has been taking this aspe...