Clinical psychologist · Developmental researcher · RMIT University

VasileiosStavropoulos

I study how growing up now happens partly online, and why the same digital experience can help one young person, leave another unchanged, and harm a third. The work combines clinical experience, large longitudinal cohorts, careful measurement and, where it earns its place, machine learning.

Vasileios Stavropoulos speaking on a panel, microphone in hand
Speaking at the Games for Change Asia-Pacific Festival, ACMI, Melbourne, 2024

The work

A question that started in a clinic

In 2009 I was working in a dual-diagnosis drug rehabilitation unit in Greece. Some of the adolescents who had stopped using substances began spending long hours in online games instead. Was the gaming a new problem, a way of coping, or something else? The clinic could not answer that. It became a research question, and in many ways it still is.

My early research in Athens, with Frosso Motti-Stefanidi and the AStRA cohort, followed adolescents over time and asked how individual traits and the classroom around them shaped problematic internet use. The answer was rarely simple. Risk depended on the person, their context and their stage of development, and it changed as they grew.

After moving to Australia in 2013, three years of full-time clinical work, including Youth Justice in South Australia, kept that complexity in view. Since returning to research in 2016, the programme has widened from gaming to social media, from single samples to international birth cohorts, and from questionnaires to brain imaging and digital traces. I still practise as a clinical psychologist.

  1. 2001–2008

    National and Kapodistrian University of AthensBSc (Hons) in Psychology, then MSc in Clinical Psychology.

  2. 2009

    GreeceClinical work in adolescent dual-diagnosis rehabilitation. The first sign that digital worlds were entering young people's development.

  3. 2009–2013

    National and Kapodistrian University of AthensPhD in Clinical Psychology, funded by a competitive European Social Fund Heraclitus II award.

  4. 2013–2016

    AustraliaInternational relocation and full-time clinical practice, including Youth Justice in South Australia.

  5. 2016–2017

    Federation University AustraliaReturn to research as Senior Lecturer in Psychology, and the start of the Gaming Research Group.

  6. 2017–2019

    Cairnmillar Institute, MelbourneSenior Lecturer, School of Psychology.

  7. 2019–2023

    Victoria UniversitySenior Lecturer, College of Health and Biomedicine. From 2021, an ARC Discovery Early Career Researcher Award (DE210101107) made the work research-only.

  8. 2022

    The Cyber-Developmental FrameworkPublished in European Psychologist: digital context treated as part of development, not an add-on to it.

  9. 2023

    RMIT University, MelbourneAssociate Professor of Clinical Psychology, School of Health and Biomedical Sciences.

  10. 2024–

    RMIT UniversityAssociate Dean, Higher Degree by Research, for a research-degree community of more than 200 candidates across 11 disciplines.

Research

Beyond “screen time is bad”

Why, when and for whom does digital engagement help young people grow, and when does it begin to harm?

Illustration: three developmental trajectories leaving a shared starting point at age nine, one improving, one stable and one declining. beneficial neutral harmful age 9 developmental time →

Development in a digital ecology

How do person, context, digital environment and developmental stage interact over time?

The Cyber-Developmental Framework treats online life as part of the setting in which children grow. My longitudinal work showed, for example, that problematic internet use often declines in mid-adolescence and that classroom context changes individual risk.

Cohorts and trajectories

Which developmental paths lead to harm, and which to resilience?

I work with long-running cohorts from Australia, the United States, the United Kingdom, Ireland, New Zealand, Norway and Greece, using growth, mixture and person-centred models to separate stable differences between people from change within them.

Measuring digital problems fairly

Does a symptom of gaming or social-media addiction mean the same thing across countries, ages and groups?

Invariance testing and item response theory for widely used scales, so that comparisons across cultures and across time rest on measures that hold.

Digital traces and interpretable AI

What can language, behaviour and device data reveal that questionnaires miss?

Natural language processing, digital phenotyping and longitudinal machine learning, used where they add something conventional models cannot, and reported with clear limits on what a prediction can and cannot explain.

Projects

Current work

  • Digital readiness

    Chronological age is a crude basis for deciding when a young person is ready for social media or online play. This programme harmonises international birth cohorts to identify the developmental, psychological and contextual thresholds that matter more, with supports for families and schools being co-designed with CatholicCare Victoria.

    DataEight longitudinal cohorts, including ABCD, LSAC, LSIC, MCS and Growing Up in Ireland and New Zealand
    MethodsHarmonisation, growth modelling, machine learning

  • Growing brains, growing habits

    How white-matter development and social-media addiction symptoms unfold together across adolescence, separating trait-like differences from developmental change.

    DataAdolescent Brain Cognitive Development (ABCD) Study
    MethodsDiffusion MRI, longitudinal modelling

  • Gaming and manhood

    How gaming cultures shape boys' and young men's ideas of masculinity, help-seeking and mental health, studied through online discourse and adolescent gaming trajectories. Funded by the Movember Institute of Men's Health.

    DataGaming and men's online communities; ABCD
    MethodsTransformer-based NLP, growth mixture models

  • Gamers and avatars

    Whether the bond between players and their avatars tells us something about wellbeing, physical activity and risk of gaming disorder, followed over several waves.

    FundingARC Discovery Early Career Researcher Award DE210101107, Ahead of the Game, 2021–2026
    MethodsLongitudinal machine learning

  • Gaming disorder from childhood to late adolescence

    Associate Investigator with the Trondheim Early Secure Study, led by Lars Wichstrøm, testing how gaming-disorder symptoms are structured and how stable they are across five waves of a birth cohort.

    FundingResearch Council of Norway, project 334119, 2022–2026
    DataTrondheim Early Secure Study

  • An open cross-cohort harmoniser

    A public, versioned crosswalk of digital-engagement and mental-health items across longitudinal cohorts, so other teams can compare like with like.

    OutputZenodo
    StatusVersion 2 in progress

Publications

Selected work

More than 160 peer-reviewed papers across clinical, developmental and digital psychology. These ten trace the arc of the programme, from the first longitudinal studies to current work on digital traces.

  1. 2026
    Machine learning of digital traces to detect risk for behavioural addictions onlineBurleigh, Hao, Schivinski, Prokofieva, Zarate, Brown & Stavropoulos. Nature Reviews Psychology.doi
  2. 2026
    Structure and stability of internet gaming disorder from childhood to late adolescence: a 5-wave birth cohort studyWichstrøm, Hygen, Kuss, Stavropoulos et al. Addiction, 121(2), 413–422.doi
  3. 2023
    Deep learning(s) in gaming disorder through the user-avatar bond: a longitudinal study using machine learningStavropoulos, Zarate, Prokofieva et al. Journal of Behavioral Addictions.doi
  4. 2023
    Identifying self-disclosed anxiety on Twitter: a natural language processing approachZarate, Ball, Prokofieva, Kostakos & Stavropoulos. Psychiatry Research, 330, 115579.doi
  5. 2023
    Psychometric properties of the Bergen Social Media Addiction Scale: an analysis using item response theoryZarate, Hobson, March, Griffiths & Stavropoulos. Addictive Behaviors Reports, 17, 100473.doi
  6. 2022
    Risks and opportunities for youth in the digital era: a cyber-developmental approach to mental healthStavropoulos, Motti-Stefanidi & Griffiths. European Psychologist, 27(2), 86–101.doi
  7. 2021
    Draconian policy measures are unlikely to prevent disordered gamingColder Carras, Stavropoulos, Motti-Stefanidi, Labrique & Griffiths. Journal of Behavioral Addictions, 10(4), 849–853.doi
  8. 2018
    Measurement invariance of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) between Australia, the USA, and the UKStavropoulos, Beard, Griffiths, Burleigh, Gomez & Pontes. International Journal of Mental Health and Addiction, 16(2), 377–392.doi
  9. 2017
    Internet use and problematic internet use: a systematic review of longitudinal research trends in adolescence and emergent adulthoodAnderson, Steen & Stavropoulos. International Journal of Adolescence and Youth, 22(4), 430–454.doi
  10. 2017
    MMORPG gaming and hostility predict internet addiction symptoms in adolescents: an empirical multilevel longitudinal studyStavropoulos, Kuss, Griffiths, Wilson & Motti-Stefanidi. Addictive Behaviors, 64, 294–300.doi

People

Work done with others

Most of the work happens with the Digital Minds Cyber Psychology Research Group: researchers, clinicians and doctoral candidates who meet every week to think through problems together. I have led the group since 2016, first as the Gaming Research Group at Federation University and Victoria University. Over that time I have supervised more than twenty PhD candidates, nine of them to completion, and former candidates now hold posts at RMIT, Deakin, the University of Leicester and the University of Tasmania.

Over time the programme has grown through long collaborations in Europe and with health and community partners in Victoria.

Group photograph at the launch of the RMIT–Sri Lanka Research and Development Centre; Vasileios Stavropoulos stands in the second row, in a light jacket
Launch of the RMIT–Sri Lanka Research and Development Centre, October 2026

Australia

  • Daniel ZarateRMIT University
  • Maria ProkofievaVictoria University
  • Taylor Brown, Bruno SchivinskiRMIT University
  • CatholicCare Victoria, Northern Health, Austin HealthHealth and community partners

Europe

  • Frosso Motti-StefanidiNational and Kapodistrian University of Athens
  • Mark Griffiths, Daria KussNottingham Trent University
  • Lars WichstrømNTNU, Trondheim
  • Kai MüllerMainz
  • Tyrone BurleighUniversity of Leicester

Communities

  • Artificial Intelligence Working GroupInternational Society for the Study of Behavioural Development
  • Australian Games and Screens AllianceCo-founder, 2023
  • Australasian Cyberpsychology Research NetworkCo-founder, 2021

Reach

Where the work has travelled

Twenty-four papers are cited in 47 policy documents from 27 bodies in 12 countries, including the OECD, the World Health Organization, the European Parliament, the Council of Europe and UK Parliament committees.SciVal Policy Impact, October 2026

2022–
Invited member, American Psychiatric Association DSM-5 Internet Gaming Disorder taskforce
2025
Invited to the WHO Knowledge Community on Digital Mental Health Technologies Regulation
2026
Included in the Stanford/Elsevier list of the world's top 2% of scientists
2022
Victorian Tall Poppy Science Award
Ongoing
Editorial roles with four journals, including Behaviour & Information Technology; assessor for the Australian Research Council and European and Asian funders

Contact

Get in touch

Email

vasileios.stavropoulos@rmit.edu.au

Institution

School of Health and Biomedical Sciences, RMIT University, Melbourne

Research group

digitalminds.au

Identifiers

ORCID 0000-0001-6964-4662

Prospective PhD candidates are welcome to write with a short note on the question they want to pursue.

38.2° N · 20.5° E

Cephalonia

Academic careers are usually told through institutions, positions and papers. There are other coordinates as well. Cephalonia is one of mine.

An island in the Ionian Sea, with a mountain at its centre and water on every side. Work done across many countries still begins somewhere, and seen from there, the rest falls into proportion.