Vasileios Stavropoulos
Biographic Data
| ID | 6513625 |
|---|---|
| NAME | Vasileios Stavropoulos |
| GIVEN NAMES | Vasileios |
| FAMILY NAME | Stavropoulos |
| SIGNATURE | STAVROPOULOS V |
| AFFILIATIONS | National and Kapodistrian University of Athens |
| ORCID | 0000-0001-6964-4662 |
| VERIFIED | Yes |
| TOTAL WORKS | 52 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 52 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Burnout in Esports
Athlete burnout is increasingly reported as impacting esports players' wellbeing and performance. This study examined the psychometric properties of the Athlete Burnout Scale (ABO‐S) in esports. The ABO‐S assesses three burnout dimensions: physical exhaustion, reduced sense of accomplishment, and negative feelings toward sport. The study focused on item discrimination and difficulty parameters to establish optimal raw cut‐off scores indicating le…
Network-based insights into distress and sexual addiction
Addictive-type sexual behaviour results in significant distress and impact to daily functioning. Furthermore, differences have emerged regarding behavioural presentation and psychosocial outcomes between heterosexual men, heterosexual women, and gender and sexual minority (GSM) individuals. The current research employed partial correlation and Bayesian network modelling, analysing differences in symptoms of distress and sexual addiction among 934…
The source of coronavirus anxiety
The Covid-19 Pandemic and subsequent actions taken by national/international organizations has generated a large amount of anxiety which may roam into the realm of pathology– COVID Anxiety. To measure this phenomenon, measures such as the CAS have been developed. The CAS being a self-report measure of anxiety-related physiologically symptoms that are aroused by information and thoughts related to COVID-19. However, as the CAS is fairly new it req…
Profiling gaming disorder risk
Internet Gaming Disorder (IGD) is characterized by persistent gaming behavior that causes significant social and personal impairment. While most research has focused on individual and game-related factors contributing to IGD, less attention has been given to environmental influences such as family communication (FC), vertically individualistic (VI) values and their interaction effect. This study aimed to (1) profile adult and adolescent gamers ba…
Motivational profiles in problematic social media use
Problematic Social Media Use (PSMU), an experience associated with symptoms replicable to those of addiction, has become increasingly prevalent worldwide. Previous literature suggested that social media subgroups convey varying risks with PSMU behaviours. Theoretically prompted by the Self-Determination Theory (SDT), this study aimed to (i) identify homogenous profiles of users based on their amotivation, external regulation, identified regulatio…
User-Avatar discrepancy scale
An avatar is one’s figure of representation within the virtual world. The user-avatar bond is suggested to carry information about who/how the person is in their real life. Discrepancies between an individual’s self and avatar perceptions have been associated with disordered gaming and reduced well-being, requiring assessment. Although several instruments purport to measure UAB, there is no targeted user-avatar discrepancy scale. To address this …
Predicting proteus effect via the user avatar bond
The impact of an avatar on real-world behaviors of users is known as the Proteus Effect. Different user avatar bond (UAB) aspects, including identifying, immersing, and compensating via the avatar, influence an individual’s Proteus Effect propensity. This study aimed to use machine learning (ML) classifiers to automate the prediction of those likely to experience Proteus Effect, based on their reports of identifying, immersing, and compensating w…
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress
Concerns have arisen regarding the possible addictive nature of videogames, resulting in the provisional recognition of internet gaming disorder (IGD) as a behavioural addiction. However, this classification remains controversial, with arguments abounding regarding its structure and nature. Therefore, the present study examined the network structure/characteristics of nine IGD symptoms and three distress behaviours (i.e. depression, anxiety, and …
Machine Learning(s) in gaming disorder through the user-avatar bond
In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of t…
The Bergen Shopping Addiction Scale (BSAS)
The Bergen Shopping Addiction Scale (BSAS; Andreassen et al., 2015) is a theory driven self-rating questionnaire for assessing shopping addiction. The current study employed Confirmatory Factor Analysis to examine its factor structure, and its longitudinal measurement invariance among adult participants (N = 276) aged 18 to 62 years (mean = 31.86 years; SD = 9.94 years) over a two-year period, with assessments conducted at three time points. Over…
Disentangling the Net of Needs Satisfaction and Gaming Disorder Symptoms in Adult Gamers
Burnout, resilience, and coping among esports players
Burnout among esports players is a serious issue affecting competitive and professional players. The present study investigated the relationship between resilience, coping, and burnout among esports players using network analysis. Esports players (N = 453; Mage = 23.0 years, SD = 4.18; in the top 40% of in-game rank) who competed in one of seven popular team-based esports completed the Connor-Davidson Resilience Scale (CD-RISC-10), Coping Functio…
Exploring user-avatar bond profiles
Avatars serve as the virtual embodiment of users, facilitating their online interaction, with potential positive and negative effects. These effects range from enhancing social and personal development to facilitating disordered gaming patterns. As past literature has identified different disorder gaming patterns based on the connection an individual has with their avatar (referred to as the User-Avatar Bond [UAB]), the present study explored the…
Examining how gamers connect with their avatars to assess their anxiety
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (M age = 29.3 years, SD = 10.6) was analyzed at two points, six months apart. Respondents were assessed using the User-Avatar Bond (UAB) scale and the Depression Anxiety Stress Scale (DASS) to measure their connection wi…
Disordered gaming
Online gamers represent themselves virtually through their in-game avatar, providing opportunities for connection and self-expression. Prior research indicates associations between aspects of the user-avatar bond (UAB) and more intensive gaming involvement. However, experiences may vary based on individual differences like sexual minority status (i.e. LGBTIQ+), warranting further investigation. Thus, the present study examined whether UAB profile…
Deep learning(s) in gaming disorder through the user-avatar bond
Associations of reinforcement sensitivity theory personality constructs, cognitive biases for negative and threatening social information, and social anxiety
Problematic gaming
This study evaluated whether the metacognitive model of desire thinking, with the addition of the Proteus Effect (i.e. the behavioural transformation of a gamer based on their avatar characteristics), contributes to problematic gaming behaviour. The research project was conducted using an online survey and quantitative research methodology. Inclusion criteria specified the research sample (N = 374) had to be ≥ 18 years and playing the same video …
Problematic Pornography Use
Pornography use has increased its popularity worldwide, raising concerns about potential disordered use. Considering the lack of recognition in diagnostic manuals, conceptual clarification and the validation of robust instruments assessing this problem are much needed. The current study is aimed at assessing the psychometric properties of the Problematic Pornography Use Scale (PPUS). Exploratory and confirmatory analyses (EFA and CFA) were used t…
Co-occurrence of Common Biological and Behavioral Addictions
The present study used network analysis to examine the network properties (network graph, centrality, and edge weights) comprising ten different types of common addictions (alcohol, cigarette smoking, drug, sex, social media, shopping, exercise, gambling, internet gaming, and internet use) controlling for age and gender effects. Participants ( N = 968; males = 64.3%) were adults from the general community, with ages ranging from 18 to 64 years (m…
Taking their perspective
The Online Flow Questionnaire
Online flow refers to the rate of an individual's absorbance in an Internet activity in which they are engaged. It has been implicated with both the effectiveness of cyberhealth and online education applications, as well as excessive Internet use. One way of assessing it is the Online Flow Questionnaire (OFQ). Consequently, this study investigated the optimum measurement of online flow, as well as OFQ cutoff points, using Item Response Theory (IR…
Warwick Edinburgh Mental Well-Being Scale (WEMWBS)
Gender comparisons based on WEMWBS scores should be cautiously interpreted for specific items that demonstrate different scalar scales and similar scores indicate different severity. The items showed increased reliability for latent levels of ∓ 2 SD from the mean level of SWB. The WEMWBS may also not perform well for clinically low and high levels of SWB. Including assessments for clinical cases may optimise the use of the WEMWBS
Co-Occurrence of Gaming Disorder and Other Potentially Addictive Behaviours between Australia, New Zealand, and the United Kingdom
Background: Evidence suggests that gamers can have varying experiences of disordered gaming behaviours due to coping mechanisms and how they can act as risk or protective factor in the development and/or maintenance of disordered behaviours. A particular area of interest is how this may manifest across different countries. Understanding the interplay of these potential risk and protective factors within different countries will aid identifying an…
Using Online Gambling Disorder Questionnaire (OGD-Q) with Adults
A Longitudinal Study of Adolescent Internet Addiction
Over the last decade, research on Internet addiction (IA) has increased. However, almost all studies in the area are cross-sectional and do not examine the context in which Internet use takes place. Therefore, a longitudinal study examined the role of conscientiousness (as a personality trait) and classroom hostility (as a contextual factor) in the development of IA. The participants comprised 648 adolescents and were assessed over a 2-year perio…
A Longitudinal Study of Adolescent Internet Addiction
Over the last decade, research on Internet addiction (IA) has increased. However, almost all studies in the area are cross-sectional and do not examine the context in which Internet use takes place. Therefore, a longitudinal study examined the role of conscientiousness (as a personality trait) and classroom hostility (as a contextual factor) in the development of IA. The participants comprised 648 adolescents and were assessed over a 2-year perio…
Internet use and Problematic Internet Use
Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship
Measurement Invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) Between Australia, the USA, and the UK
The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) is widely used to assess Internet Gaming Disorder behaviors. Investigating cultural limitations and implications in its applicability is imperative. One way to evaluate the cross-cultural feasibility of the measure is through measurement invariance analysis. The present study used Multigroup Confirmatory Factor Analysis (MGCFA) to examine the IGDS9-SF measurement invariance across gamers fr…
Internet Gaming Disorder Behaviors in Emergent Adulthood
Understanding risk and protective factors associated with Internet Gaming Disorder (IGD) has been highlighted as a research priority by the American Psychiatric Association, (2013). The present study focused on the potential IGD risk effect of anxiety and the buffering role of family cohesion on this association. A sample of emerging adults all of whom were massively multiplayer online (MMO) gamers (18–29 years) residing in Australia were assesse…
Being There
Item Response Theory Analysis of the Recoded Internet Gaming Disorder Scale-Short-Form (IGDS9-SF)
Based on the nine criteria for Internet gaming disorder (IGD) in DSM-5, the Internet Gaming Disorder Scale 9-Short Form (IGDS9-SF; Pontes and Griffiths 2015) is the most widely used questionnaire for assessing IGD. The present study examined support for the unidimensional factor structure of the instrument, with a group of 868 adolescent and adult gamers from the USA, with criteria recoded as present or absent. The two-parameter logistic model (2…
Re-evaluation of the Latent Structure of Common Childhood Disorders
In the field of psychopathology, there is high comorbidity between different disorders. Traditionally, support for two broad correlated dimensions of internalizing and externalizing symptoms has consistently emerged for children and adolescents. To date, oblique 2 and 3 first-order factor models (factors for externalizing and internalizing, and fear, distress, and externalizing) and bi-factor models with the corresponding two and three group fact…
Gifted Children with ADHD
The present study focused on inattention and hyperactivity/impulsivity differences of gifted children with and without attention deficit-hyperactivity disorder (ADHD). Based on clinical assessment utilizing the Anxiety Disorders Interview Schedule for Children (ADISC-IV) and the Wechsler Intelligence Scale for Children—Fourth Edition, attendees of a public outpatient child service (boys = 359, girls = 148), with mean age 10.60 years (SD = 3.08 ye…
Internet Gaming Disorder
The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of th…
Test-Retest Measurement Invariance of the Nine-Item Internet Gaming Disorder Scale in Two Countries
The reliable longitudinal assessment of Internet Gaming Disorder (IGD) behaviors is viewed by many as a pivotal clinical and research priority. The present study is the first to examine the test-retest measurement invariance of IGD ratings, as assessed using the short-form nine-item Internet Gaming Disorder Scale (IGDS9-SF) over an approximate period of 3 months, across two normative national samples. Differences referring to the mode of the data…
Measurement, prevalence, and psychological risk factors associated with addictive food consumption
Measurement, Profiles, Prevalence, and Psychological Risk Factors of Problematic Gaming Among the Turkish Community
The present study investigated the prevalence, the potential different profiles, and the associated psychological factors of disordered gaming using data from a large-scale epidemiological study (TURBAHAR [Turkey’s Addiction and Mental Health Risk Profile Map Project]) carried out in Turkey in 2018 with 24,494 participants aged 18–81 years. Participants completed a comprehensive survey comprising a demographic questionnaire, Gaming Addiction Risk…
Depression and Disordered Gaming
The dearth of evidence related to cultural and gender variations of established associations between Internet Gaming Disorder (IGD) and other psychopathologies has been highlighted. Accordingly, the present study examined the association between depression and disordered gaming behaviors, while considering cultural perspectives of vertical individualism (independence and hierarchy) and gender as potentially variating factors. To achieve this, an …
Development and Validation of the Mukbang Addiction Scale
Recent literature has speculated that some individuals spend lots of time watching mukbang (i.e., combination of the South Korean words ‘eating’ [‘meokneun’] and ‘broadcast’ [‘bangsong’] that refers to eating broadcasts where a person eats a large portion of food on camera whilst interacting with viewers) and compensate different needs using this activity. However, compensating unattained offline needs using a specific online activity could lead …
Greek Validation of the Factor Structure and Longitudinal Measurement Invariance of the Strengths and Difficulties Questionnaire-Self Report (SDQ-SR)
Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players
Online gaming is part of contemporary life, with a range of influences on gamer’s behaviour. The convergence and alignment of an individual’s attitude and behaviour with features and characteristics of their in-game representation (i.e. their avatar), is conceptualised as the ‘Proteus effect’ (PE). In the massively multiplayer online role-playing game World of Warcraft (WoW), the Draenei (‘exiled ones’) are one type of in-game character faction. …
Reinforcement Sensitivity Theory of Personality Questionnaire
Revised reinforcement sensitivity theory (r-RST) of personality is a major neuropsychological theory of motivation, emotion and personality. This paper presents the results of a study examining: (1) the factor structure of the Reinforcement Sensitivity Theory of Personality Questionnaire (RST-PQ) using confirmatory factor analysis (CFA) and exploratory structural equation modeling (ESEM); and (2) the relationships of the r-RST constructs in the R…
Body Appreciation Scale (BAS-2)
Background The present study considers a measure of positive body image, the Body Appreciation Scale-2, which assesses acceptance and/or favourable opinions towards the body (BAS-2). Potential variations of the psychometric properties of the scale across males and females, as well as across its different items invite for further investigation. The present study contributes to this area of knowledge via the employment of gender Measurement Invaria…
Unraveling the Optimum Latent Structure of Attention-Deficit/Hyperactivity Disorder
Attention Deficit/hyperactivity disorder (ADHD) is conceptualized differently in the Diagnostic and Statistical Manual (DSM-5), the International Classification of Diseases-10 (ICD-10), and the Hierarchical Taxonomy of Psychopathology (HiTOP) frameworks. This study applied independent cluster confirmatory factor analysis (ICM-CFA), exploratory structure equation model with target rotation (ESEM), and the S-1 bi-factor CFA approaches to evaluate s…
Unique Associations of Revised-Reinforcement Sensitivity Theory Constructs with Social Anxiety
Reinforcement Sensitivity Theory of Personality Questionnaire
Adolescent Popularity
The Online Flow Questionnaire
Online flow refers to the rate of an individual's absorbance in an Internet activity in which they are engaged. It has been implicated with both the effectiveness of cyberhealth and online education applications, as well as excessive Internet use. One way of assessing it is the Online Flow Questionnaire (OFQ). Consequently, this study investigated the optimum measurement of online flow, as well as OFQ cutoff points, using Item Response Theory (IR…
Psychology (49 works) · Clinical Psychology (37 works) · Impact of Technology on Adolescents (29 works) · Clinical Psychology (27 works) · Medicine (25 works) · Social Psychology (25 works) · Psychiatry (21 works) · Developmental psychology (18 works) · Health psychology (17 works) · Public health (17 works)