Agnieszka Strojny
Biographic Data
| ID | 7957930 |
|---|---|
| NAME | Agnieszka Strojny |
| GIVEN NAMES | Agnieszka |
| FAMILY NAME | Strojny |
| SIGNATURE | STROJNY A |
| AFFILIATIONS | Jagiellonian University |
| ORCID | 0000-0002-0625-383X |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Gaming disorder and compensation-based gaming motivations: A longitudinal study of emerging adults
Rethinking escapism and escape: A cognitive perspective on the C-DOG model
This commentary builds on Giardina et al.'s (2021, 2024) conceptualization of escapism and escape in the C-DOG model, highlighting unresolved definitional ambiguities. We argue that the distinction between these constructs cannot rely solely on pre-game intentions (expectation to return vs. remain) due to potential cognitive biases and self-deception, particularly among players with Gaming Disorder (GD). Drawing on goal systems theory and researc…
The anatomy of rage: Conceptualization, operationalization, and validation of a new measurement scale
The developed scale offers a preliminary tool for future research on rage in video game players. Its application may contribute to a more comprehensive understanding of this phenomenon and its psychological correlates
High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers
In the realm of gaming-related concerns, the relationship between gaming time (GT) and gaming disorder (GD) remains an intriguing and complex subject. Although increased GT is not a reliable predictor of GD risk, the circumstances under which this relationship strengthens or weakens remain relatively unknown. This study explores the roles of immersion/escapism motive (IEM) and GT in the context of GD among highly engaged gamers (N = 294), each de…
Polish Adaptation of the Igroup Presence Questionnaire
Presence, defined as a psychological state of “being there”, is experienced during an interaction with Immersive Virtual Environments, particularly with Virtual Reality – the most popular type of such environment. Measuring presence is crucial because its level determines the effectiveness of virtual environments. The authors conducted a translation and a study (n = 245) that aimed to provide a Polish version of the Igroup Presence Questionnaire …
It’s not just about how long you play. Indirect gaming involvement and genre preferences in predicting gaming disorder risk: Evidence from preregistered studies
Overall, the results clearly indicate that not only gaming time plays a role in GD risk assessment: IGI can also predict it and in some cases may allow for more accurate predictions. Gaming genres once again proved to play a role, but these and similar results should be treated with caution due to the partial lack of repeatability
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Polish Adaptation of the Igroup Presence Questionnaire
Presence, defined as a psychological state of “being there”, is experienced during an interaction with Immersive Virtual Environments, particularly with Virtual Reality – the most popular type of such environment. Measuring presence is crucial because its level determines the effectiveness of virtual environments. The authors conducted a translation and a study (n = 245) that aimed to provide a Polish version of the Igroup Presence Questionnaire …
It’s not just about how long you play. Indirect gaming involvement and genre preferences in predicting gaming disorder risk: Evidence from preregistered studies
Overall, the results clearly indicate that not only gaming time plays a role in GD risk assessment: IGI can also predict it and in some cases may allow for more accurate predictions. Gaming genres once again proved to play a role, but these and similar results should be treated with caution due to the partial lack of repeatability
High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers
In the realm of gaming-related concerns, the relationship between gaming time (GT) and gaming disorder (GD) remains an intriguing and complex subject. Although increased GT is not a reliable predictor of GD risk, the circumstances under which this relationship strengthens or weakens remain relatively unknown. This study explores the roles of immersion/escapism motive (IEM) and GT in the context of GD among highly engaged gamers (N = 294), each de…
The anatomy of rage: Conceptualization, operationalization, and validation of a new measurement scale
The developed scale offers a preliminary tool for future research on rage in video game players. Its application may contribute to a more comprehensive understanding of this phenomenon and its psychological correlates
Gaming disorder and compensation-based gaming motivations: A longitudinal study of emerging adults
Rethinking escapism and escape: A cognitive perspective on the C-DOG model
This commentary builds on Giardina et al.'s (2021, 2024) conceptualization of escapism and escape in the C-DOG model, highlighting unresolved definitional ambiguities. We argue that the distinction between these constructs cannot rely solely on pre-game intentions (expectation to return vs. remain) due to potential cognitive biases and self-deception, particularly among players with Gaming Disorder (GD). Drawing on goal systems theory and researc…
Gambling Behavior and Treatments (3 works) · Impact of Technology on Adolescents (3 works) · Psychology (3 works) · Digital Games and Media (2 works) · Escapism (2 works) · Mind wandering and attention (2 works) · Social Psychology (2 works) · Advanced Optical Imaging Technologies (1 works) · Applied Psychology (1 works) · Artificial Intelligence in Games (1 works)