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Agnieszka Strojny

Biographic Data

ID7957930
NAMEAgnieszka Strojny
GIVEN NAMESAgnieszka
FAMILY NAMEStrojny
SIGNATURESTROJNY A
AFFILIATIONSJagiellonian University
ORCID0000-0002-0625-383X
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS0
AUTHOR COUNT6
EDITOR COUNT0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Gaming disorder and compensation-based gaming motivations: A longitudinal study of emerging adults

    Open Access•Paweł Strojny, Lidia Kowalska et al.•ARTICLE•Journal of Behavioral Addictions•2026

  • Rethinking escapism and escape: A cognitive perspective on the C-DOG model

    Open Access•Agnieszka Strojny, Patrycja Kiszka et al.•ARTICLE•Journal of Behavioral Addictions•2026

    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

    Open Access•Natalia Michałkiewicz, Paweł Strojny et al.•ARTICLE•Frontiers in Psychiatry•2025

    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

    Open Access•Patrycja Kiszka, Agnieszka Strojny et al.•ARTICLE•Frontiers in Psychiatry•2024

    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

    Open Access•Paweł Strojny, Natalia Lipp et al.•ARTICLE•Homo Ludens•2023

    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

    Open Access•Paweł Strojny, Patrycja Kiszka et al.•ARTICLE•Frontiers in Psychiatry•2023

    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

No prominent works on this page.

  • Polish Adaptation of the Igroup Presence Questionnaire

    Open Access•Paweł Strojny, Natalia Lipp et al.•ARTICLE•Homo Ludens•2023

    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

    Open Access•Paweł Strojny, Patrycja Kiszka et al.•ARTICLE•Frontiers in Psychiatry•2023

    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

    Open Access•Patrycja Kiszka, Agnieszka Strojny et al.•ARTICLE•Frontiers in Psychiatry•2024

    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

    Open Access•Natalia Michałkiewicz, Paweł Strojny et al.•ARTICLE•Frontiers in Psychiatry•2025

    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

    Open Access•Paweł Strojny, Lidia Kowalska et al.•ARTICLE•Journal of Behavioral Addictions•2026

  • Rethinking escapism and escape: A cognitive perspective on the C-DOG model

    Open Access•Agnieszka Strojny, Patrycja Kiszka et al.•ARTICLE•Journal of Behavioral Addictions•2026

    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)

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