Problem Gaming in Working Life (OT)
Main funder
Funder's project number: 200349
Funds granted by main funder (€)
- 150 000,00
Funding program
Project timetable
Project start date: 01/01/2021
Project end date: 31/05/2023
Summary
The project aims at mapping the state of problem gaming in Finnish working life. New quantitative and qualitative data is collected and analyzed in order to find solutions for these problems and help organizations to develop environments that support and prevent gaming problems.
Principal Investigator
Other persons related to this project (JYU)
Primary responsible unit
Internal follow-up group
Related publications and other outputs
- Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales (2023) Karhulahti, Veli-Matti; et al.; A1; OA
- Videopelaamisen, työkyvyn ja työstä palautumisen suhde : kansallisesti edustava rekisteröity tutkimusraportti (2023) Karhulahti, Veli-Matti; et al.; A1
- Digipelaaminen ja työelämä (2022) Karhulahti, Veli-Matti; D2; 978-952-360-061-4
- Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic (2022) Karhulahti, Veli-Matti; et al.; A1; OA
- Ontological diversity in gaming disorder measurement : a nationally representative registered report (2022) Karhulahti, Veli-Matti; et al.; A1; OA
- Phenomenological Strands for Gaming Disorder and Esports Play : A Qualitative Registered Report (2022) Karhulahti, Veli-Matti; et al.; A1; OA
- Reasons for qualitative psychologists to share human data (2022) Karhulahti, Veli‐Matti; A1; OA
- Registered reports for qualitative research (2022) Karhulahti, Veli-Matti; B1; OA
- Reply to Billieux and Fournier (2022) : collaborative shortcut to ontological diversity (2022) Karhulahti, Veli-Matti; et al.; B1; OA
- Want the games industry to share data? Share yours (2021) Karhulahti, Veli-Matti; B1