A1 Journal article (refereed)
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 authors or editors
Publication details
All authors or editors: Karhulahti, Veli-Matti; Nerg, Henri; Laitinen, Tanja; Päivinen, Antti; Chen, Yingrong
Journal or series: Current Psychology
ISSN: 1046-1310
eISSN: 1936-4733
Publication year: 2022
Publication date: 22/08/2022
Volume: Early online
Publisher: Springer Science and Business Media LLC
Publication country: United States
Publication language: English
DOI: https://doi.org/10.1007/s12144-022-03586-x
Research data link: http://urn.fi/urn:nbn:fi:fsd:T-FSD3545
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/82806
Additional information: Sähköinen tietoaineisto: Videopelaaminen koronapandemian aikana: kysely 2020, http://urn.fi/urn:nbn:fi:fsd:T-FSD3547.
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; pandemics; playing (games and sports); computer games; video games; technology; well-being; effects (results); psychosocial factors; qualitative research
Free keywords: Covid-19; gaming; qualitative methods; technology use; wellbeing
Contributing organizations
Related projects
- Centre of Excellence in Game Culture Studies
- Koskimaa, Raine
- Academy of Finland
- Problem Gaming in Working Life
- Karhulahti, Veli-Matti
- Finnish Work Environment Fund
Ministry reporting: Yes
Reporting Year: 2022
Preliminary JUFO rating: 1