Daria Kuss

Daria Kuss
Nottingham Trent University | NTU · Department of Psychology - Cyberpsychology Research Group and International Gaming Research Unit

BA MA MSc PhD CPsychol CSci FHEA

About

217
Publications
414,627
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
15,005
Citations
Introduction
I am a Chartered Psychologist, Chartered Scientist and Associate Professor in Psychology at Nottingham Trent University. My new books Internet addiction – Evidence-based practice in psychotherapy (Hogrefe) and The Oxford Handbook of Cyberpsychology (OUP) were published in 2019. My research is covered in international news outlets, e.g., the New York Times, The Washington Post, the BBC. Follow me on Twitter: @Dr_Kuss | Please send any article/research/media requests to daria.kuss at ntu.ac.uk
Additional affiliations
August 2019 - August 2019
Nottingham Trent University
Position
  • Professor (Associate)
September 2013 - September 2014
Birmingham City University
Position
  • Lecturer
January 2010 - present
Nottingham Trent University

Publications

Publications (217)
Article
Full-text available
This commentary examines the proposal made by Brand et al. (2022) regarding a framework outlining relevant criteria for considering possible behavioural addictions within the current World Health Organisation's International Classification of Diseases (ICD-11) category of ‘other specified disorders due to addictive behaviours’. We agree with the fr...
Article
Full-text available
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...
Article
Full-text available
The literature on online gaming has generally focused on male gamers and has been dominated by negative aspects of gaming. The present study addresses the gender gap in this field by exploring experiences of female gamers further by unravelling several positive experiences alongside some potentially harmful tendencies connected to gaming, including...
Article
Full-text available
Cognitive-Behavioural Therapy (CBT) is considered the ‘gold standard’ in the treatment of addictive disorders related to excessive technology use. However, the cognitive components of problematic internet use are not yet well-known. The aim of the present study was to explore the cognitive components, that according to problematic users, can lead t...
Article
Full-text available
Internet technology has facilitated the use of a wide variety of different activities and applications in online contexts. One such activity is watching mukbang (i.e., watching videos of "eating broadcasts" where someone eats a large amount of food while interacting with viewers). In the present study, the relationship of problematic mukbang watchi...
Article
Full-text available
Despite the constant growth in the use of online dating sites and mobile dating applications, research examining potential problematic use of online dating has remained scarce. Previous research has obviated problematic use of online dating in favour of users’ personality correlates and scams through online dating services. A systematic review was...
Article
Videogames can often be a source of pleasure and relaxation for many individuals, but they can also lead to disordered and potentially addictive behaviour, which is referred to as Gaming Disorder (GD). The purpose of the present systematic literature review was to explore virtual world avatars and the dynamics of the user-avatar relationship in the...
Article
Full-text available
Ubiquitous access to the internet is provided to students via WiFi to enhance their learning experience. Internet use is central to education, however when overused for distraction it can be problematic and negatively affect students’ academic performance and well-being. A spatial-temporal analysis of actual behaviour on a University WiFi examines...
Article
Full-text available
Interpersonal coordination is a research topic that has attracted considerable attention this last decade both due to a theoretical shift from intra-individual to inter-individual processes and due to the development of new methods for recording and analyzing movements in ecological settings. Encompassing spatiotemporal behavioral matching, interpe...
Article
Full-text available
Problematic gaming has been considered an issue of mental health (e.g., addiction) and 'Gaming Disorder' has been formally recognized in the 11 th revision of the International Classification of Disease. This editorial argues that now is perhaps a good time to shift the focus from 'disorder' to 'gaming'. Learning about the practice of gaming more h...
Article
Full-text available
Sedentary behaviours are highly associated with obesity and other important health outcomes in adolescence. This paper reviews screen time and its role within school-based behavioural interventions targeting adolescents between the years 2007 and 2019. A systematic literature review following PRISMA guidelines was conducted across five major databa...
Conference Paper
5th International Congress of Technology Addiction will be held by the Turkish Green Crescent Society on June 2 – June 3, 2021 from 09:00 AM to 6:30 PM (GMT +3) as a virtual conference. It will be o ered through Zoom and the Green Crescent Society’s online platform. Click here for more info: https://kongre.yesilay.org.tr/en/
Article
The outbreak of the coronavirus (COVID-19) disease is overwhelming resources, economies and countries around the world. Millions of people have been infected and hundreds of thousands have succumbed to the virus. Research regarding the coronavirus pandemic is published every day. However, there is limited discourse regarding societal perception. Th...
Article
Full-text available
Rising prevalence of mental disorders among children and adolescents in the United Kingdom has arguably been associated with increased levels of problematic smartphone use and social media use, rendering the need for health promotion at a school level. However, evidence on how teachers may best support media literacy and emotional wellbeing is lack...
Article
Full-text available
Parenting in the digital age has been characterized as one of the most challenging tasks of the modern era. Parents are ambivalent about their mediating role. However, problematic aspects of adolescent online use have not been adequately addressed in education. The present study investigated parental perceptions of intervention needs within schools...
Article
Full-text available
Evidence suggests that problematic use of gaming, the internet, and social media among adolescents is on the rise, affecting multiple psycho-emotional domains. However, research providing a comprehensive and triangulated stakeholder perspective of perceived harms is lacking. How are adolescent online harms experienced and conceptualized by students...
Article
Full-text available
Background: Distraction is a functional emotion regulation strategy utilized to relieve emotional distress. Within the attention economy perspective, distraction is increasingly associated with digital technology use, performance impairments and interference with higher-order cognitive processes. Research on smartphone distraction and its associati...
Article
Background and aims The growing problem of Internet addiction has been acknowledged through the inclusion of Gaming Disorder in the American Psychiatric Association's fifth Diagnostic and Statistical Manual of Mental Disorders in April 2013. In response to a recent review report on the research published in Europe since the adoption, this review su...
Article
Full-text available
A growing number of individuals using online forums are attempting to abstain from pornography (colloquially termed “rebooting”) due to self-perceived pornography-related problems. The present qualitative study explored phenomenological experiences of abstinence among members of an online “rebooting” forum. A total of 104 abstinence journals by mal...
Article
Full-text available
Background and aims Following the recognition of ‘internet gaming disorder’ (IGD) as a condition requiring further study by the DSM‐5, ‘gaming disorder’ (GD) was officially included as a diagnostic entity by the World Health Organization (WHO) in the eleventh revision of the International Classification of Diseases (ICD‐11). However, the proposed d...
Article
Full-text available
Digital technology allows people to connect and share similar interests across geographical and temporal borders. Two behavioural disorders related to Internet use have been officially recognised as mental health disorders: Gambling Disorder by the American Psychiatric Association and Gaming Disorder by the World Health Organization. The prevalence...
Chapter
This chapter provides an overview of the current conceptual and methodological challenges in light of gaming disorder recently being included in the ICD-11 (WHO, Gaming disorder, 2018). This is discussed in reference to the DSM-5 (APA, Diagnostic and statistical manual of mental disorders. 5th ed. Arlington: American Psychiatric Association, 2013)...
Article
Research exploring the experiences of men who have stalked is lacking, specifically how they construe their reality for stalking episodes. Addressing this absence of experiential expert contribution was the pivotal and timely aim of this research, given interventions for stalking are under-developed. Seven in-depth interviews were conducted with me...
Article
Full-text available
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...
Article
Full-text available
Internet-related problems such as excessive internet use, problematic internet use (PIU), and internet addiction, are becoming increasingly studied among Bangladeshi adult students, but there has been little research among adolescents. In Bangladesh, there has been no research examining the role of parental mediation in their children’s internet us...
Article
Full-text available
This commentary paper draws on Swanton et al.'s (2020) paper "Problematic risk-taking involving emerging technologies: A stakeholder framework to minimize harms" to discuss issues pertaining to the challenges and possible risks emerging technologies may pose for the users. It acknowledges technology use is not problematic per se, but for some users...
Chapter
and Keywords This chapter focuses on the history of four important types of digital technology, includ ing the Internet, digital games (all types of games played electronically), virtual reality, and smartphones (particularly smartphone apps). The authors present a varied and bal anced view of different digital technologies, introducing their histo...
Article
Full-text available
Compromised time control is a variable of interest among disordered gamers because time spent on videogames can directly affect individuals’ lives. Although time perception appears to be closely associated with this phenomenon, previous studies have not systematically found a relationship between time perception and gaming. Therefore, the purpose o...
Article
Full-text available
Although technological addictions, similar to other behavioural addictions, share psychosocial risk factors with substance-related addictions, the studies on the interplay between contextual and personal variables in the prediction of technological addictions are still limited. For this reason, in accordance with Self-determination Theory (SDT), th...
Article
Potential addiction to social media is one of the problems that some people, especially adolescents, are facing. For this reason, many studies have been conducted in this field in recent years. There is no research investigating how empathy is associated with excessive and problematic online social media use, whilst some studies have associated soc...
Article
Full-text available
In the age of surveillance capitalism, the prevailing business model underlying the use of social media applications (“apps”) foresees the exchange of personal data for the allowance to use an online service. Such a data business model comes with many potential negative side effects ranging from violation of privacy issues to election manipulation....
Article
Full-text available
Evidence suggests a growing call for the prevention of excessive smartphone and social media use and the ensuing distraction that arises affecting academic achievement and productivity. A ten-day online randomized controlled trial with the use of smartphone apps, engaging participants in mindfulness exercises, self-monitoring and mood tracking, was...
Chapter
This chapter provides a brief overview of gaming disorder (GD) and its treatment. There are now over twenty different screens for assessing problematic gaming although relatively few have used nationally representative samples. The prevalence rates in these nationally representative studies have ranged from 1.2 percent to 8.5 percent depending upon...
Article
Full-text available
Smartphones aid the constant accessibility of social media (SM) applications, and these devices and platforms have become a key part of our everyday lives and needs. Previous research has focused on the psychological impact of social media use (SMU) and SM abstinence has only received limited attention. Therefore, employing a combination of an expe...
Article
Full-text available
Internet use-related addiction problems are increasingly being recognized on a European scale due to international health organizations considering gaming addiction. In April 2013, the American Psychiatric Association recognized Internet Gaming Disorder in the fifth Diagnostic and Statistical Manual of Mental Disorders, and in April 2018, the World...
Article
Neurophysiological studies of Gaming Disorder (GD) and internet addiction (IA) are providing important insight into neurocognitive mechanisms underpinning these disorders, which will enable more accurate diagnostic classification. Electroencephalography (EEG) has been widely used to investigate addictive behaviours, and offers advantages of accessi...
Article
Purpose This paper aims to provide instructions on how to implement an adapted version of the standard repertory grid technique (VARGT). The purpose of which is to provide practitioners with a tool, which enables active engagement by participants in research and clinical practice. This tool has been used effectively with people convicted of stalkin...
Article
Purpose This paper outlines researcher–practitioner reflections on the use of a visually adapted repertory grid technique (VARGT) with men convicted of stalking. It draws on and assimilates participant experiences of the VARGT as a research engagement tool. Further, it extends discussion to propose its value as a generic engagement tool for when pe...
Article
Observing short-term abstinence effects across potential behavioral addictions is vital for informing understanding about how addiction-related symptoms (withdrawal, craving and relapse) might manifest across these behaviors. Short-term abstinence may also have potential as a clinical intervention for behavioral addictions. This review aimed to syn...
Article
Full-text available
Research focussing on problematic smartphone use has predominantly employed psychometric tests which cannot capture the automatic processes and behaviours associated with problematic use. The present review aimed to identify passive objective measures that have been used or developed to assess problematic smartphone use. A systematic search was con...
Chapter
There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challeng...
Article
Full-text available
Purpose of Review The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring behavioral or substance use-related problems. The aims of the present review were to (i) determine the co-occurrence...
Article
Full-text available
Adolescents actively use social media, which engages them cognitively, emotionally, and behaviorally. However, the underlying psychological mechanisms of engagement have not been adequately addressed. The present study examined adolescents’ psychological processes as these develop in their everyday interactions via social media. The sample comprise...
Article
Given the prominent role that smartphones have in everyday life, research in the field has proliferated. From a theoretical perspective, problematic smartphone use (PSPU) is described as a multi-faceted phenomenon entailing a variety of dysfunctional manifestations (e.g., addictive, antisocial and dangerous use). To date, however, there is still a...
Article
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 it...
Article
Problematic Internet Use (PIU) has become a concern for public mental health across the globe. However, there are few studies assessing PIU in Bangladesh. The present cross-sectional study estimated the prevalence rate of PIU and its associated risk factors among 405 university students in Bangladesh between June and July 2018. The measures include...
Article
While there is a growing number of studies investigating the determinants of social media addiction, there is a lack of research on examining the importance of such predictors and their inter-correlations and inter-dependences from psychotherapists’ and researchers’ point of views. Hence, utilizing the “Decision Making Trial and Evaluation Laborato...
Article
Full-text available
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of the growing phenomena not to have been researched in-depth. The aim of the present paper was to re...
Article
The aim of this study is to investigate the relationship between adaptive behaviors of 18- to 24-month-old infants and their parents’ use of technology. For this purpose, a survey research method was used. The sample consisted of 116 people who are 58 volunteering married couples with 18- to 24-month-old infants and were registered in family health...
Article
Full-text available
Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected qualitative data in Europe. There is case study evidence suggesting clinicians are i...
Article
Full-text available
Videogames have become one of the most popular leisure activities worldwide, including multiple game genres with different characteristics and levels of involvement required. Although a small minority of excessive players suffer detrimental consequences including impairment of several cognitive skills (e.g., inhibition, decision-making), it has als...
Article
Full-text available
Background: Despite the growth in the number of studies on Gaming Disorders (GD), assessing the characteristics of clinical subjects is still limited. Driven by the need to overcome this limitation, a broad systematic review is essential to cover the studies that have already assessed the clinical characteristics of individuals diagnosed with GD. O...
Data
Summary of studies reviewed.
Data
The Problematic Internet Use Questionnaire--9 Item Version; European Versions (Laconi et al., 2019) was developed to measure self-reported problematic internet use in multiple European populations. In order to create this instrument, statements from the nine-item version of the Problematic Internet Use Questionnaire (PIUQ-9; Koronczai et al., 2011;...
Article
Full-text available
Objectives: The nine-item Problematic Internet Use Questionnaire (PIUQ-9) is a brief self-report screening instrument for problematic internet use. The main objective of the present study was to explore the psychometric properties of the PIUQ-9 among nine different language-based samples of European internet users (Italian, German, French, Polish,...
Article
Full-text available
Background and aims: Gaming disorder was recently recognized as a mental health disorder by the World Health Organization and included in the International Classification of Diseases. Extensive research has been conducted with regard to psychosocial correlates and comorbidity, less so for the developmental mechanisms and the processes leading to t...
Chapter
Full-text available
Internet Gaming Disorder (IGD) is a potential mental disorder currently included in the third section of the latest (fifth) edition of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) as a condition that requires additional research to be included in the main manual. Although research efforts in the area have increased, there is a...
Article
Childhood and adolescent experiences have undergone a major transition in interaction with digital technologies since the advent of smartphones. Following a needs assessment study, adolescent online uses and motivations for social networking site use were explored. Six focus groups (comprising 42 adolescent students of secondary schools in the UK)...
Article
Full-text available
Background: Impulsivity is currently more commonly regarded as multifaceted, comprising both motor and cognitive subdomains. However, it is less clear how distinct these subdomains are, and the extent to which they interact and draw upon the same psychological resources. Methods: The present experiment comprised 70 regular (non-problem) gamblers...
Article
Full-text available
Background: Internet Gaming Disorder (IGD) and Hikikomori (an extreme form of social real-life withdrawal, where individuals isolate themselves from society) have both been suggested as mental disorders that require further clinical research, particularly among young adult populations. Objective: To add to the extant literature, the present stud...
Article
Full-text available
Contemporary technological advances have led to a significant increase in using mobile technologies. Recent research has pointed to potential problems as a consequence of mobile overuse, including addiction, financial problems, dangerous use (i.e. whilst driving) and prohibited use (i.e. use in forbidden areas). The aim of this study is to extend p...
Article
Full-text available
In this commentary, I discuss the recent paper by Király et al. (2018), which provides a systematic review of current and potential policies addressing problematic gaming and suggesting current approaches include those (a) limiting video game availability, (b) reducing risk and harm, and (c) supporting gamers. This commentary uses a number of point...
Article
Adolescents' media use represents a normative need for information, communication, recreation and functionality, yet problematic Internet use has increased. Given the arguably alarming prevalence rates worldwide and the increasingly problematic use of gaming and social media, the need for an integration of prevention efforts appears to be timely. T...