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 toimittajat: Karhulahti, Veli-Matti; Nerg, Henri; Laitinen, Tanja; Päivinen, Antti; Chen, Yingrong

Lehti tai sarja: Current Psychology

ISSN: 1046-1310

eISSN: 1936-4733

Julkaisuvuosi: 2022

Ilmestymispäivä: 22.08.2022

Volyymi: Early online

Kustantaja: Springer Science and Business Media LLC

Julkaisumaa: Yhdysvallat (USA)

Julkaisun kieli: englanti

DOI: https://doi.org/10.1007/s12144-022-03586-x

Linkki tutkimusaineistoon: http://urn.fi/urn:nbn:fi:fsd:T-FSD3545

Julkaisun avoin saatavuus: Avoimesti saatavilla

Julkaisukanavan avoin saatavuus: Osittain avoin julkaisukanava

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

Lisätietoja: Sähköinen 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-asiasanat: COVID-19; pandemiat; pelaaminen; tietokonepelit; videopelit; teknologia; hyvinvointi; vaikutukset; psykososiaaliset tekijät; kvalitatiivinen tutkimus

Vapaat asiasanat: Covid-19; gaming; qualitative methods; technology use; wellbeing


Liittyvät organisaatiot


Hankkeet, joissa julkaisu on tehty


OKM-raportointi: Kyllä

Raportointivuosi: 2022

Alustava JUFO-taso: 1


Viimeisin päivitys 2023-03-04 klo 09:11