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212 result(s) for "Demetrovics, Zsolt"
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The Reflective Functioning Questionnaire–Revised– 7 (RFQ-R-7): A new measurement model assessing hypomentalization
Although it is a widely used questionnaire, limitations regarding the scoring procedure and the structural validity of the eight-item Reflective Functioning Questionnaire (RFQ-8) were raised. The present study aimed to examine further the latent dimensionality of the RFQ-8 and to examine linear and non-linear associations between mentalization difficulties and maladaptive psychological characteristics. Data from two separate representative samples of young adults ( N = 3890; females: 51.68%; mean age: 27.06 years [ SD = 4.76]) and adults ( N = 1385; females: 53.20%; mean age: 41.77 years [ SD = 13.08]) were used. In addition to the RFQ-8, standardized questionnaires measured the levels of impulsivity, sensation seeking, rumination, worry and well-being. Confirmatory factor analysis (CFA) was used to test the model fit of competing measurement models. CFA revealed that a revised, seven-item version of the RFQ (RFQ-R-7) with a unidimensional structure showed the most optimal levels of model fit in both samples. Impulsivity, sensation seeking, rumination and worry consistently presented significant, positive, linear associations with general mentalization difficulties in both samples. Significant quadratic associations were also identified, but these relationships closely followed the linear associations between the variables and increased only marginally the explained variance. The supported unidimensional measurement model and the associations between the general mentalization difficulties factor and maladaptive psychological characteristics indicated that the RFQ-R-7 captures a dimension of hypomentalization ranging between low and high levels of uncertainty. Increasing levels of hypomentalization can indicate a risk for less adaptive psychological functioning. Further revisions of the RFQ-8 might be warranted in the future to ensure adequate measurement for hypermentalization.
Gaming disorder: A summary of its characteristics and aetiology
The emergence, development, and maintenance of gaming disorder (GD) is the result of an interplay between gaming-related factors, individual factors, and environmental factors. None of these alone are sufficient to cause a disordered state, but it is the interactive co-occurrence of all these factors, which in some cases leads to GD. The goal of the present paper is to discuss in detail these three factors based on relevant and recent findings of the literature. Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. Among individual factors demographic risk factors, personality traits, motivational factors, comorbid psychopathology, genetic predisposition, and neurobiological processes are considered. Finally, among environmental factors we discuss family factors, early life experiences, the role of peers and school-related factors, as well as the broader context of culture including the popularity of esports. •The development of gaming disorder is a complex process.•Gaming disorder is the result of an interplay between three factors.•These are: gaming-related factors, individual factors, and environmental factors.•Prevention and intervention of gaming disorder require multi-professional action.
The Psychology of Esports: A Systematic Literature Review
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 a result of a systematic literature search, eight studies were identified that had investigated three topics: (1) the process of becoming an esport player, (2) the characteristics of esport players such as mental skills and motivations, and (3) the motivations of esport spectators. These findings draw attention to the new research field of professional video game playing and provides some preliminary insight into the psychology of esports players. The paper also examines the similarities between esport players and professional gamblers (and more specifically poker players). It is suggested that future research should focus on esport players’ psychological vulnerability because some studies have begun to investigate the difference between problematic and professional gambling and this might provide insights into whether the playing of esports could also be potentially problematic for some players.
Tracing 20 years of research on problematic use of the internet and social media: Theoretical models, assessment tools, and an agenda for future work
Over the past two decades, there has been increasing interest in the impact of internet use and growing concern about whether problematic use of the internet (PUI) constitutes an addiction. Despite the growing number of studies investigating PUI and PUI subtypes, its conceptualization and inclusion in a classification system have not been possible yet. Several models aimed at inspiring clinical research and practice have proposed possible mechanisms involved in PUI and problematic use of social media, and multiple self-report instruments have been consequentially developed. The diversity of theoretical models and instruments currently hinders standardized assessment procedures across studies and, in turn, their comparability. The purpose of the present overview is to highlight the current conceptualization and assessment of both PUI and problematic use of social media, in order to critically discuss the existing fragmentation in the field and the need to achieve conceptual convergence. Two suggestions for future directions are also provided, i.e., define diagnostic criteria by bottom-up and top-down processes and develop a psychobiological hypothesis including the description of higher-order mechanisms involved in PUI and not other psychopathological conditions (e.g., the multiple available internet-related cues and outcomes that may lead to parallel forms of associative learning; probabilities of obtaining internet-related reinforcements; and intrinsic motivation processes). •Problematic use of the internet (PUI) may include multiple disorders.•PUI subtypes may include problematic use of social media.•Criteria for PUI subtypes may be informed by those for internet gaming disorder.•Clinical data and higher-order mechanisms involved in PUI should be considered.•Associative learning and novel material warrant consideration in PUI.
Identifying Types of Eco-Anxiety, Eco-Guilt, Eco-Grief, and Eco-Coping in a Climate-Sensitive Population: A Qualitative Study
Background: Climate change is one of the greatest challenges of the 21st century and it can affect mental health either directly through the experience of environmental traumas or indirectly through the experience of emotional distress and anxiety about the future. However, it is not clear what possible subtypes of the emerging “psychoterratic” syndromes such as eco-anxiety, eco-guilt, and eco-grief exist, how much distress they may cause, and to what extent they facilitate ecofriendly behavior. Methods: We analyzed semi-structured interviews (N = 17) focusing on the thoughts, emotions, and behaviors related to climate change by using a combination of inductive and deductive qualitative methods. Results and conclusions: The interviews revealed six eco-anxiety components, eight types of eco-guilt, and two types of eco-grief that help to understand the multifactorial nature of these phenomena. The six categories of coping strategies are in line with traditional coping models, and they are linked in various ways to pro-environmental behavior and the management of negative emotions. The results can help practitioners to gain a deeper understanding of emotions related to climate change and how to cope with them, and researchers to develop comprehensive measurement tools to assess these emotions.
Problematic Social Media Use: Results from a Large-Scale Nationally Representative Adolescent Sample
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 Other Drugs (ESPAD). Using the Bergen Social Media Addiction Scale (BSMAS) and based on latent profile analysis, 4.5% of the adolescents belonged to the at-risk group, and reported low self-esteem, high level of depression symptoms, and elevated social media use. Results also demonstrated that BSMAS has appropriate psychometric properties. It is concluded that adolescents at-risk of problematic social media use should be targeted by school-based prevention and intervention programs.
Emotional exhaustion and traumatic stress among healthcare workers during the COVID-19 pandemic: Longitudinal changes and protective factors
Healthcare workers (HCWs) are at high risk of experiencing work-related stress, burnout syndrome, and depression, especially during infectious disease outbreaks like COVID-19. Contributing factors include increased workload, lack of personal protective equipment, and inadequate support from the healthcare administration. Longitudinal studies have shown that the mental health status of HCWs has deteriorated over time. Social support and compassion satisfaction (CS) are protective factors that can mitigate adverse mental health effects. The present longitudinal study examined the mental health status of HCWs during the COVID-19 outbreak and aimed to identify potential predictors and protective factors. The study comprised 386 healthcare workers in Hungary and was conducted in two waves (T1 and T2) from January 2021 to January 2022. Participants completed an online survey including the Professional Quality of Life Scale, Maslach Burnout Inventory, demographic and work-related background factors. Statistical analyses included descriptive statistics, and a cross-lagged panel model (CLPM). Frontline HCWs had higher levels of secondary traumatic stress (STS) and emotional exhaustion (EE) than non-frontline healthcare workers. Both groups experienced significant increases in these measures between T1 and T2. The CLPM indicated that EE had a significant lagged effect on STS among frontline workers, while STS had a significant lagged effect on EE among non-frontline workers. CS had a significant protective effect on both STS and EE in both groups. The findings suggest that CS protects EE and STS, particularly among frontline HCWs. The study also showed that different causative relationships exist between these factors among frontline and non-frontline HCWs, which underlines the possible cyclical relationship between the two depending on the circumstances. The results provide insights into the protective role of positive work experiences and the importance of considering the needs of both frontline and non-frontline HCWs in preventive intervention programs.
A two-study validation of a single-item measure of relationship satisfaction: RAS-1
Research addressing relationship satisfaction is a constantly growing area in the social sciences. The aim of the present investigation was to examine the similarities and differences between the seven-item Relationship Assessment Scale (RAS) and the single-item measure of relationship satisfaction (RAS-1), using proximal and distal constructs as correlates. Two studies using two independent samples were conducted, assessing more proximal constructs, such as love and sex mindset in Study 1 (N = 380; female = 195) and more distant ones, such as loneliness and problematic pornography use in Study 2 (N = 703; female = 360). Structural equation modeling revealed that love (βRAS-1 = .55; p < .01; βRAS = .71; p < .01), sex mindset beliefs (βRAS-1 = .18; p < .01; βRAS = .13; p < .01) and loneliness (βRAS-1 = −.35; p < .01; βRAS = −.37; p < .01) had significant positive and negative associations with RAS and RAS-1, respectively; while problematic pornography use did not. These results suggest that RAS-1 may be an equally adequate instrument for measuring relationship satisfaction as the RAS with respect to proximal and distal correlates. Thus, RAS-1 is recommended to be used in large-scale studies when the number of items is limited.
The Conceptualisation and Measurement of DSM-5 Internet Gaming Disorder: The Development of the IGD-20 Test
Over the last decade, there has been growing concern about 'gaming addiction' and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association's Diagnostic and Statistical Manual of Mental Disorders (DSM-5) included nine criteria for the potential diagnosis of Internet Gaming Disorder (IGD) and noted that it was a condition that warranted further empirical study. The main aim of this study was to develop a valid and reliable standardised psychometrically robust tool in addition to providing empirically supported cut-off points. A sample of 1003 gamers (85.2% males; mean age 26 years) from 57 different countries were recruited via online gaming forums. Validity was assessed by confirmatory factor analysis (CFA), criterion-related validity, and concurrent validity. Latent profile analysis was also carried to distinguish disordered gamers from non-disordered gamers. Sensitivity and specificity analyses were performed to determine an empirical cut-off for the test. The CFA confirmed the viability of IGD-20 Test with a six-factor structure (salience, mood modification, tolerance, withdrawal, conflict and relapse) for the assessment of IGD according to the nine criteria from DSM-5. The IGD-20 Test proved to be valid and reliable. According to the latent profile analysis, 5.3% of the total participants were classed as disordered gamers. Additionally, an optimal empirical cut-off of 71 points (out of 100) seemed to be adequate according to the sensitivity and specificity analyses carried. The present findings support the viability of the IGD-20 Test as an adequate standardised psychometrically robust tool for assessing internet gaming disorder. Consequently, the new instrument represents the first step towards unification and consensus in the field of gaming studies.
The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers
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 motivations, severity of gaming disorder, and psychiatric symptoms. Additionally, the mediating effect of gaming motivations among esport and recreational gamers between psychiatric distress and problematic gaming was examined. Results showed that esport gamers spent significantly more time playing video games both on weekdays and weekend days than recreational gamers. Moreover, esport gamers had higher scores on social, competition, and skill development gaming motivations than recreational gamers. The mediation model demonstrated a significant positive direct and significant mediated effect via escapism (i.e., gaming excessively to avoid real life problems) between the higher levels of psychiatric distress and gaming disorder. However, esport and recreational gamers showed no significant differences in the model. The escapism motive appeared to be the common predictor of problematic gaming among both esport and recreational gamers. Future studies should focus on exploring escapism's mechanism in different subgroups of gamers in relation to problematic gaming to help the development of prevention, intervention, and treatment programs. •Recreational and esport gamers differed in their gaming motivations and game time•Esport gamers scored higher on social, competition, and skill development motives•Gaming motivations mediated between gamers' psychiatric symptoms and gaming disorder•Escapism was the strongest predictor of gaming disorder in both groups