A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic (2022)


Karhulahti, V.-M., Nerg, H., Laitinen, T., Päivinen, A., & Chen, Y. (2022). Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic. Current Psychology, Early online. https://doi.org/10.1007/s12144-022-03586-x


JYU-tekijät tai -toimittajat


Julkaisun tiedot

Julkaisun kaikki tekijät tai toimittajatKarhulahti, Veli-Matti; Nerg, Henri; Laitinen, Tanja; Päivinen, Antti; Chen, Yingrong

Lehti tai sarjaCurrent Psychology

ISSN1046-1310

eISSN1936-4733

Julkaisuvuosi2022

Ilmestymispäivä22.08.2022

VolyymiEarly online

KustantajaSpringer Science and Business Media LLC

JulkaisumaaYhdysvallat (USA)

Julkaisun kielienglanti

DOIhttps://doi.org/10.1007/s12144-022-03586-x

Linkki tutkimusaineistoonhttp://urn.fi/urn:nbn:fi:fsd:T-FSD3545

Julkaisun avoin saatavuusAvoimesti saatavilla

Julkaisukanavan avoin saatavuusOsittain avoin julkaisukanava

Julkaisu on rinnakkaistallennettu (JYX)https://jyx.jyu.fi/handle/123456789/82806

LisätietojaSähköinen tietoaineisto: Videopelaaminen koronapandemian aikana: kysely 2020, http://urn.fi/urn:nbn:fi:fsd:T-FSD3547.


Tiivistelmä

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.


YSO-asiasanatCOVID-19pandemiatpelaaminentietokonepelitvideopelitteknologiahyvinvointivaikutuksetpsykososiaaliset tekijätkvalitatiivinen tutkimus

Vapaat asiasanatCovid-19; gaming; qualitative methods; technology use; wellbeing


Liittyvät organisaatiot


Hankkeet, joissa julkaisu on tehty


OKM-raportointiKyllä

Raportointivuosi2022

JUFO-taso1


Viimeisin päivitys 2024-03-04 klo 18:56