Zsolt Demetrovics

Prof. Zsolt Demetrovics

orcid

Research Focus & Metrics

Academic Career Length

26Years (2001-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 March 2016 in Psychology of Addictive Behaviors
Verified
Journal Article
Closed access
CACecilie Schou Andreassen
Cecilie Schou Andreassen
JBJoel Billieux
Joel Billieux
Mark D GriffithsMark D Griffiths
Mark D Griffiths
DKDaria J. Kuss
Daria J. Kuss
ZDZsolt Demetrovics
Zsolt Demetrovics
SPStåle Pallesen
Ståle Pallesen
Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted.

9 January 2017 in PLOS ONE
Verified
Journal Article
Open access
PDF file
FBFanni Bányai
Fanni Bányai
ÁZÁgnes Zsila
Ágnes Zsila
OKOrsolya Király
Orsolya Király
AMAniko Maraz
Aniko Maraz
ZEZsuzsanna Elekes
Zsuzsanna Elekes
ZDZsolt Demetrovics
Zsolt Demetrovics
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.

1 July 2020 in Comprehensive Psychiatry
Verified
Journal Article
Open access
OKOrsolya Király
Orsolya Király
Marc PotenzaMarc Potenza
Marc Potenza
DSDan J. Stein
Dan J. Stein
DKDaniel King
Daniel King
DHDavid Hodgins
David Hodgins
ZDZsolt Demetrovics
Zsolt Demetrovics
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 experienced by people all around the world. Psychoactive substances and other reinforcing behaviors (e.g., gambling, video gaming, watching pornography) are often used to reduce stress and anxiety and/or to alleviate depressed mood. The tendency to use such substances and engage in such behaviors in an excessive manner as putative coping strategies in crises like the COVID-19 pandemic is considerable. Moreover, the importance of information and communications technology (ICT) is even higher in the present crisis than usual. ICT has been crucial in keeping parts of the economy going, allowing large groups of people to work and study from home, enhancing social connectedness, providing greatly needed entertainment, etc. Although for the vast majority ICT use is adaptive and should not be pathologized, a subgroup of vulnerable individuals are at risk of developing problematic usage patterns. The present consensus guidance discusses these risks and makes some practical recommendations that may help diminish them.

1 January 2014
Verified
Book Chapter
Closed access
Mark D GriffithsMark D Griffiths
Mark D Griffiths
DKDaria J. Kuss
Daria J. Kuss
ZDZsolt Demetrovics
Zsolt Demetrovics

1 January 2017 in Addictive Behaviors
Verified
Journal Article
Closed access
OKOrsolya Király
Orsolya Király
PSPawel Sleczka
Pawel Sleczka
Halley PontesHalley Pontes
Halley Pontes
RURóbert Urbán
Róbert Urbán
Mark D GriffithsMark D Griffiths
Mark D Griffiths
ZDZsolt Demetrovics
Zsolt Demetrovics

14 October 2014 in PLOS ONE
Verified
Journal Article
Open access
PDF file
Halley PontesHalley Pontes
Halley Pontes
OKOrsolya Király
Orsolya Király
ZDZsolt Demetrovics
Zsolt Demetrovics
Mark D GriffithsMark D Griffiths
Mark D Griffiths
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. Aim: 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.