2022
Karhulahti, Veli-Matti; Vahlo, Jukka; Martončikc, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report Journal Article
In: Addiction Research & Theory, 2022, ISSN: 1606-6359.
Abstract | Links | Tags: Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use
@article{Karhulahti2022c,
title = {Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report},
author = {Veli-Matti Karhulahti and Jukka Vahlo and Marcel Martončikc and Matti Munukka and Raine Koskimaa and Mikaela von Bonsdorff},
url = {https://doi.org/10.1080/16066359.2022.2115033},
doi = {10.1080/16066359.2022.2115033},
issn = {1606-6359},
year = {2022},
date = {2022-09-05},
urldate = {2022-09-05},
journal = {Addiction Research & Theory},
abstract = {Gaming-related health problems have been researched since the 1980s with numerous different ontol-ogies as reference systems, from self-assessed‘game addiction’to‘pathological gambling’(in theDiagnostic and Statistical Manual of Mental Disorders[DSM]-IV),‘internet gaming disorder’(in the thirdsection of the DSM-5) and most recently‘gaming disorder’(in theInternational Classification of Diseases[ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologiesdiffer in identifying associated problem groups. By using four central screening instruments, each rep-resenting a different ontological basis, we hypothesized differences and similarities inprevalence,over-lap, andhealth. A nationally representative (N¼8217) sample of Finnish participants was collected. Thescreening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and thebinomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the prob-lem groups had lower mental health than the general population, yet exploratory analyses impliedequivalent or significantlyhigherphysical health. We also found strong exploratory evidence for mis-chievous responding to complicate the measurement of gaming problems. Considering that severalmajor differences were confirmed between the four gaming problem constructs, we recommendresearchers to clearly define theirconstruct of interest, i.e. whether they are studying the ICD-11 basedofficial mental disorder, the DSM-5 proposed‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses.},
keywords = {Behavioral addiction, Games, Open science, Philosophy, Prevalence, Technology use},
pubstate = {published},
tppubtype = {article}
}
Karhulahti, Veli-Matti; Nerg, Henri; Laitinen, Tanja; Päivinen, Antti; Chen, Yingrong
Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic Journal Article
In: Current Psychology, 2022, ISSN: 1046-1310.
Abstract | Links | Tags: COVID-19, Gaming, Qualitative Methods, Technology use, Wellbeing
@article{Karhulahti2022,
title = {Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic},
author = {Veli-Matti Karhulahti and Henri Nerg and Tanja Laitinen and Antti Päivinen and Yingrong Chen},
url = {http://urn.fi/URN:NBN:fi:jyu-202208254339},
doi = {10.1007/s12144-022-03586-x},
issn = {1046-1310},
year = {2022},
date = {2022-08-22},
urldate = {2022-08-22},
journal = {Current Psychology},
abstract = {In this nonconfirmatory qualitative study, we pursued a range of hypotheses regarding how gaming operates in the lives and psychosocial wellbeing of those who actively play videogames during a crisis, such as the COVID-19 pandemic in 2020. Informed by an explorative survey (N = 793), interpretive phenomenological analysis was applied to interview data from actively gaming Chinese (n = 10) and Finnish (n = 10) participants. Our findings demonstrate how the general increase of pandemic-time gaming did not manifest in all player groups, but in some life contexts gaming activity rather decreased along with reformations in subjective meaning hierarchies and values. Ultimately, eight subordinate themes were refined into testable hypotheses. The study encourages policies that promote socially supportive gaming during pandemic-like situations to consider including personally meaningful solitary play in their recommendations and highlighting context-specificity over generalization. Finally, as almost all our data points echoing experiences of decreasing gaming activity came from China, we stress the importance of culturally diverse samples in the psychological study of global phenomena.},
keywords = {COVID-19, Gaming, Qualitative Methods, Technology use, Wellbeing},
pubstate = {published},
tppubtype = {article}
}
2021
Karhulahti, Veli-Matti; Martončik, Marcel; Adamkovič, Matúš
Measuring Internet Gaming Disorder and Gaming Disorder: A Qualitative Content Validity Analysis of Validated Scales Journal Article
In: Assessment, vol. Pre-print, 2021, ISSN: 1073-1911.
Abstract | Links | Tags: Addiction, Content validity, Gaming disorder, Kriteerit, Mielenterveys, Mielenterveysongelmat, Mittausmenetelmät, Pelaaminen, Pelihaitat, Pelihimo, Pelit, Qualitative assessment, Riippuvuus, Semantic analysis, Technology use, Teknologia, Terveyshaitat
@article{Karhulahti2021b,
title = {Measuring Internet Gaming Disorder and Gaming Disorder: A Qualitative Content Validity Analysis of Validated Scales},
author = {Veli-Matti Karhulahti and Marcel Martončik and Matúš Adamkovič},
url = {http://urn.fi/URN:NBN:fi:jyu-202111035505},
doi = {10.1177/10731911211055435},
issn = {1073-1911},
year = {2021},
date = {2021-11-02},
journal = {Assessment},
volume = {Pre-print},
abstract = {Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried out for all items employed by the 17 instruments that claim to measure either construct by their criteria in English. In all but one instrument, the operationalizations did not include all criterion components. There were two main reasons found for this: the components had simply been left out or had been alternatively modified into other components. Criteria that were vaguely described in the manuals were sources of lower content validity items. The study implies that many of the problems in IGD and GD measurement derive from criteria operationalization and original manual descriptions. The conclusion provides practical recommendations that researchers can apply to improve the content validity of their measurement.
},
keywords = {Addiction, Content validity, Gaming disorder, Kriteerit, Mielenterveys, Mielenterveysongelmat, Mittausmenetelmät, Pelaaminen, Pelihaitat, Pelihimo, Pelit, Qualitative assessment, Riippuvuus, Semantic analysis, Technology use, Teknologia, Terveyshaitat},
pubstate = {published},
tppubtype = {article}
}
