Orsolya Király

Orsolya Király
Eötvös Loránd University · Institute of Psychology

Senior lecturer

About

100
Publications
98,944
Reads
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5,641
Citations
Introduction
Dr. Orsolya Király works as a researcher and senior lecturer at the Institute of Psychology, Eötvös Loránd University, Budapest, Hungary. Her main research interest relates to the psychology of video games in general and problematic gaming (or “video game addiction”) in particular. She is also interested in the psychology of internet and social networking sites use, as well as the impact of digital technology on our lives. She has published over 30 referred papers in several international journals and presented her work in numerous national and international conferences related to addictions, psychology and mental health. She has also hold several popular-science lectures and wrote a great number of popular-science articles related to her area of expertise.
Additional affiliations
August 2017 - present
Institute of Psychology, Eötvös Loránd University
Position
  • Professor (Associate)
September 2014 - July 2017
Eötvös Loránd University
Position
  • Fellow
September 2012 - present
Institute of Psychology, Eötvös Loránd University
Position
  • Lecturer
Description
  • Research methods; student mentoring
Education
February 2014 - May 2014
Nottingham Trent University
Field of study
  • video game addiction
September 2008 - June 2010
Babeş-Bolyai University; Faculty of Sociology and Social Work
Field of study
  • sociology
October 2004 - June 2009
Babeş-Bolyai University; Faculty of Economics and Business Administration
Field of study
  • marketing

Publications

Publications (100)
Article
Research into gaming disorder (GD) is dynamic and growing, generating multiple new research directions. The present narrative review covers important recent studies of GD between 2019 and 2021, and addresses the following topics: (1) conceptualization, assessment, and prevalence, (2) comparison of GD frameworks proposed by the Diagnostic and Statis...
Article
Full-text available
Background and aims The popularity of video gaming has generated significant interest in research methods to examine motivations for gaming. Current measures of gaming motives are limited by lack of scope and/or their applicability to specific game genres only. We aimed to create a comprehensive motivation inventory applicable to any gaming genre a...
Article
Global concern about problematic usage of the internet (PUI), and its public health and societal costs, continues to grow, sharpened in focus under the privations of the COVID-19 pandemic. This narrative review reports the expert opinions of members of the largest international network of researchers on PUI in the framework of the European Cooperat...
Article
Full-text available
Problematic internet use (PIU) has adverse effects on adolescent health. Parenting may play an important role in the prevention of this condition, but the associations between PIU and parental behavior are unknown. This meta-analysis examined the associations between adolescent PIU and general and media-specific parenting. Studies were obtained usi...
Article
The present paper reviews recent studies on problematic internet use (PIU) prevalence before and during the COVID-19 pandemic. Several pre-pandemic meta-analyses reported PIU prevalence estimates ranging from 6% to 9.7%. Experts in the field of online addictions speculated that PIU would increase during the pandemic because of increased time spent...
Article
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...
Article
Full-text available
Background The coronavirus disease 2019 (COVID-19) pandemic has had a negative effect on mental health and subjective psychological wellbeing. One of the most affected population is medical students, reporting higher levels of depression, anxiety, sleep difficulties, and overall poorer wellbeing. However, the relationship between depression, anxiet...
Article
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Epidemiological and phenomenological studies suggest shared underpinnings between multiple addictive behaviors. The present genetic association study was conducted as part of the Psychological and Genetic Factors of Addictions study (n = 3003) and aimed to investigate genetic overlaps between different substance use, addictive, and other compulsive...
Article
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The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive...
Article
Background: The reward deficiency syndrome (RDS) integrates psychological, neurological, and genetic factors of addictive, impulsive, and compulsive behaviors. However, to date, no instrument has been validated to assess the RDS construct. Aims: The present study developed and tested a tool to assess RDS. Methods: Data were collected on two co...
Article
Full-text available
Online gaming may be associated with adverse outcomes in a minority of players. While some suggest that pathological patterns of online gaming are a public health concern in Iran, the evidence on pathological gaming among Iranian online gamers remains scarce. This study aims to investigate the patterns, motivations, and correlates of pathological o...
Article
Full-text available
Introduction: The link between gaming disorder (GD) and substance use amongst adolescents is not clear. Some studies reported positive associations, whereas others suggested that alcohol and illicit drug use are not related to GD severity. Objectives: The present study aimed to identify empirically based latent classes of alcohol and illicit dru...
Article
Full-text available
With the onset of the COVID-19 pandemic and the accelerated spread of the SARS-CoV-2 virus came jurisdictional limitations on mobility of citizens and distinct alterations in their daily routines. Confined to their homes, many people increased their overall internet use, with problematic use of the internet (PUI) becoming a potential reason for inc...
Article
Full-text available
Video gaming (also known as computer gaming or electronic gaming) has stirred scientific interest since its widespread adoption as a recreational activity in the 1980s. Initial research focused on the negative consequences of violent content and the development of excessive or addictive use by players. Based on evidence showing that some players de...
Article
Full-text available
Background: The increase in problematic Internet use (PIU) among medical students and resident doctors during the coronavirus disease 2019 (COVID-19) pandemic may be leading to significant impairments in everyday functioning, including sleeping patterns, anxiety, depressive symptoms, and overall well-being. The Compulsive Internet Use Scale (CIUS)...
Article
Full-text available
Purpose of review: Severe acute respiratory syndrome (SARS)-coronavirus disease 2019 (COVID-19) virus imposes a higher risk of complications and mortality among people with mental disorders. Until widely available vaccines, adherence to preventive behaviours remains the most crucial tool to prevent SARS/COVID-19 virus transmission. Our review focu...
Article
Full-text available
Objective: The goal of the study is to adapt and examine the psychometric properties of the Brazilian version of the 9-item Problematic Internet Use Questionnaire (PIUQ-SF-9). Methods: A convenience sample of Brazilian internet users aged between 18 and 89 years (72.7% female, mean age 38.7 years  13.5) was recruited online from September 2018 to...
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...
Chapter
The Internet has arguably revolutionized our lives in a completely unprecedented way. Despite its countless benefits, threats such as problematic Internet use (PIU) (or Internet addiction) have also emerged. This chapter gives a brief overview of the main research questions, topics, and controversies of the field of problematic Internet use. More s...
Article
Full-text available
Objectives: To date, there is no reliable instrument which could be used to assess problematic Internet use (PIU) in Lithuania. The nine-item Problematic Internet Use Questionnaire (PIUQ-9) previously validated in multiple countries, could be a potential tool for measuring PIU severity. The main objective of the present study was to explore the psy...
Article
Full-text available
Objective: In 2013, the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) included the diagnostic criteria of Internet gaming disorder (IGD). Then, in 2019, the 11th Revision of the International Classification of Diseases (ICD-11) categorized gaming disorder (GD) as an addictive disorder. This review aimed to review the...
Article
Full-text available
Personality differences are important determinants of problematic online behaviors. The purpose of the present study was to investigate the mediating role of loneliness, depression, and online gaming motives and moderating role of age on the relationship between trait emotional intelligence (EI) and internet gaming disorder (IGD) via the constructi...
Article
Full-text available
Increasing numbers of young video gamers view esports (i.e., competitive video gaming) as a career opportunity, rather than just a recreational activity. Previous studies have explored the motivational differences between esport and recreational gamers and the motivational changes through career journey to become a professional esport player. The p...
Preprint
BACKGROUND The emerging popularity of videogame playing (‘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 experiences addiction-like symptoms and are considered to have gaming disorder (GD). GD was...
Article
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 p...
Article
Full-text available
Research suggests that a small minority of social media users experience problems as a result of their online use. The purpose of the present study was to examine the association of cyberbullying perpetration and problematic social media use with childhood emotional trauma, Cluster B (narcissistic, histrionic, antisocial, and borderline) personalit...
Article
Full-text available
As a response to the COVID-19 pandemic, many governments have introduced steps such as spatial distancing and “staying at home” to curb its spread and impact. The fear resulting from the disease, the ‘lockdown’ situation, high levels of uncertainty regarding the future, and financial insecurity raise the level of stress, anxiety, and depression exp...
Article
While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the relat...
Article
Full-text available
Over the past two decades, young people’s engagement in online activities has grown markedly. The aim of the present study was to examine the relationship between two specific online behaviors (i.e., cyberbullying perpetration, problematic social media use) and their relationships with social connectedness, belongingness, depression, and self-estee...
Article
Full-text available
Research examining the relationship between gaming disorder, gaming motivations, and mental health is increasing, but the types of gaming use, such as recreational gaming and esports are not commonly distinguished. The present study compared recreational gamers and esport gamers (N = 4284) on a number of variables including game time, gaming motiva...
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
Full-text available
Recently, the skill involved in playing and mastering video games has led to the professionalization of the activity in the form of ‘esports’ (electronic sports). The aim of the present paper was to review the main topics of psychological interest about esports and then to examine the similarities of esports to professional and problem gambling. As...
Article
Full-text available
Explanatory theoretical models have proposed an association between problematic online gaming and abilities or strategies in alleviating distress or negative emotions in times of stress as proximal non-gaming-related personality factors. However, there is little research that has targeted how emotion regulation relates to problematic online gaming—...
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: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a short screening instrument developed to assess Internet gaming disorder (IGD) as proposed in the DSM-5, adopting a concise, clear, and consistent item-wording. According to initial studies conducted in 2014, the instrument showed promising psychometric characteristics. T...
Article
Objectives Most of the addiction studies focus on very specific aspects of addictions, often with contradictory results, and integrated studies are quite rare. Experimental studies comparing underlying mechanisms of addictions and analyzing data from an integrative psychological and genetic perspective are almost nonexistent. The aim of the present...
Article
Full-text available
Caffeine is the most popular psychoactive substance that is consumed worldwide. As motives influence behavior, investigation of the motivational background of caffeine consumption should help provide a better understanding of the popularity of caffeinated products. The present study aimed (i) to explore and operationalize the motives of caffeine co...
Chapter
Over the last decade, the availability of different online games has increased rapidly, which coincides with the expeditious development of the gaming industry. Given that online games such as Massively Multiplayer Online Role-Playing Games (MMORPGs) appeal to a broad audience, who will spend large amounts of time engaging with these games, it is u...
Article
Full-text available
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the...
Article
Full-text available
In recent years, yaoi has been increasingly popular among youth interested in Japanese media such as anime and manga. Yaoi is defined as commercial and fan-created media that thematically focus on the romantic love between two men, often in a sexually explicit way. Despite the widespread popularity of this Japanese subgenre, there is a lack of empi...
Article
Full-text available
The prevalence of mobile phone use across the world has increased greatly over the past two decades. Problematic Mobile Phone Use (PMPU) has been studied in relation to public health and comprises various behaviours, including dangerous, prohibited, and dependent use. These types of problematic mobile phone behaviours are typically assessed with th...
Article
Full-text available
Background Research has shown that some individuals can develop problematic patterns of online gaming, leading to significant psychological and interpersonal problems. Psychiatric distress and impulsivity have been suggested to contribute to problematic online gaming (POG). Objective This study aimed to investigate the potential mediating or moder...
Article
Full-text available
Napjainkban a videojátékokkal való időtöltés az egyik legnépszerűbb szabadidős tevékenység a fiatalok körében. Ennek elterjedésével párhuzamosan nőtt a tudományos érdeklődés a játékok káros hatásai, illetve azok problémás használata iránt, mely jelenség a köznyelvben csak “játékfüggőségként” ismert. A kutatások rámutattak arra, hogy a játékosok kis...
Article
Full-text available
Research exploring the relationship between addictions and experiences of bullying suggests that problem behaviors may generally be associated with an increased risk of victimization. The aim of the present study was to examine the role of psychoactive substance use, excessive Internet use, and social support in both traditional offline bullying an...
Conference Paper
Full-text available
Background and Aims: Previous studies have found associations between specific gaming motives (escapism, achievement, social) and problematic video gaming. Furthermore, it has also been reported that escape, competition, and fantasy motives mediated between psychiatric distress and problematic online gaming (POG). The present study tested the media...
Article
Full-text available
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the...
Article
Full-text available
Video games are more popular than ever and the general public, including parents, educators and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N=5222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides as...
Article
Full-text available
Background and aims: Empirical research into problematic video game playing suggests that overuse might cause functional and psychological impairments for a minority of gamers. Therefore, the need for regulation in the case of video games (whether governmental or self-imposed) has arisen but has only been implemented in a few countries around the...
Article
Full-text available
This paper is a response to a recent debate paper in which Aarseth et al. argue that the inclusion of a formal diagnosis and categories for problematic video gaming or Gaming Disorder (GD) in the World Health Organization's 11th Revision of the International Classification of Diseases (ICD-11) is premature and therefore the proposal should be remov...
Article
Full-text available
In 2016, Pokémon Go became the most popular game in the history of smartphone games and was among the first games to feature geo-located augmented reality (AR) elements. The goal of the present research was to obtain a deeper understanding concerning the motivations underlying Pokémon Go use and to create a measure that assesses these motivations....
Article
Previous research has suggested that motives play an important role in several potentially addictive activities including online gaming. The aims of the present study were to (i) examine the mediation effect of different online gaming motives between psychiatric distress and problematic online gaming, and (ii) validate Italian versions of the Probl...
Article
Full-text available
Background and aims: Despite many positive benefits, mobile phone use can be associated with harmful and detrimental behaviors. The aim of this study was twofold: to examine (a) cross-cultural patterns of perceived dependence on mobile phones in ten European countries, first, grouped in four different regions (North: Finland and UK; South: Spain an...
Conference Paper
Full-text available
Background and aims: The Ten-Item Internet Gaming Disorder Test (IGDT-10) is a brief instrument developed to assess Internet Gaming Disorder as proposed in the DSM-5. The first psychometric analyses carried out among a large sample of Hungarian online gamers demonstrated that the IGDT-10 is a valid and reliable instrument. The present study aimed t...
Article
Full-text available
Despite social media use being one of the most popular activities among adolescents, prevalence estimates among teenage samples of social media (problematic) use are lacking in the field. The present study surveyed a nationally representative Hungarian sample comprising 5,961 adolescents as part of the European School Survey Project on Alcohol and...
Article
Background: Despite the increasing popularity of video game playing, little is known about the similarities and differences between online and offline video game players. Objectives: The aims of this study were (i) to test the applicability and the measurement invariance of the previously developed Problematic Online Gaming Questionnaire (POGQ)...
Article
Full-text available
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...
Article
Full-text available
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 adol...