An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation
(ORE)
Main funder
Funder's project number: 101042052
Funds granted by main funder (€)
- 1 986 992,00
Funding program
Project timetable
Project start date: 01/06/2022
Project end date: 31/05/2027
Summary
Videogames have become one of the most prevailing forms of cultural production around the world. While their role in teaching and physical culture (‘esports’) keeps growing, the health debates on videogame play, gaming, culminated in 2019 with the World Health Organization’s historical decision to add 'gaming disorder' in the International Classification of Diseases. This made disordered gaming the first and only official addictive behavior next to gambling. The above echoes a greater conflict between culture and human development: how can science address potential problems in intensive technology use, when intensive use is also globally integrated into healthy everyday living? To build a foundation for answering this question, I pursue a meta-phenomenological taxonomy of intensive gaming on three levels of lived experience: play, health, and design interaction. The taxonomy is ‘meta-phenomenological’ in a sense that it is structured on the experiences of intensively gaming individuals. These experiences surface in distinct sociocultural contexts in interaction with specific videogame designs, which are the studied meta-areas. This interdisciplinary project is cross-cultural, longitudinal, and qualitative. Intensively gaming participants with and without gaming-related problems (n=240) will be followed for three years in South Korea, Slovakia, and Finland. In collaboration with clinical experts, phenomenological interviews are carried out with diaries that involve gaming activity logs. In parallel, the design structures of the videogames in the participants’ lives are analyzed to map out the phenomenological forest of health and play with specific design interactions. The elements are refined into a taxonomy that serves not only as a new foundation for ‘gaming disorder’ but also situates such instances in the colorful spectrum of diverse lives and designs at large – providing a ground for future theory development at the intersection of health, culture, and design.
Principal Investigator
Primary responsible unit
Follow-up groups
Profiling area: Physical activity through life span (University of Jyväskylä JYU) PACTS; School of Wellbeing (University of Jyväskylä JYU) JYU.Well
Related publications and other outputs
- Development of gaming disorder : Underlying risk factors and complex temporal dynamics (2024) Martončik, Marcel; et al.; A1; OA
- Interdisciplinary Value (2024) Karhulahti, Veli-Matti; B1; OA
- Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO (2024) Lukka, Lauri; et al.; A1; OA
- A primer for choosing, designing and evaluating registered reports for qualitative methods (2023) Karhulahti, Veli-Matti; et al.; A1; OA
- Factors Affecting Digital Tool Use in Client Interaction According to Mental Health Professionals : Interview Study (2023) Lukka, Lauri; et al.; A1; OA
- Life Thinning and Gaming Disorder : A Longitudinal Qualitative Registered Report (2023) Karhulahti, Veli-Matti; et al.; A1; OA
- Ontological diversity in gaming disorder measurement : a nationally representative registered report (2023) Karhulahti, Veli-Matti; et al.; A1; OA
- Reasons for qualitative psychologists to share human data (2023) Karhulahti, Veli‐Matti; A1; OA
- Rekisteröidyt tutkimusraportit Suomen psykologiakentällä (2023) Karhulahti, Veli-Matti; B1; OA
- Reply to Billieux and Fournier (2022) : collaborative shortcut to ontological diversity (2023) Karhulahti, Veli-Matti; et al.; B1; OA