A1 Journal article (refereed)
Ontological diversity in gaming disorder measurement : a nationally representative registered report (2023)
Karhulahti, V.-M., Vahlo, J., Martončik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2023). Ontological diversity in gaming disorder measurement : a nationally representative registered report. Addiction Research and Theory, 31(3), 157-167. https://doi.org/10.1080/16066359.2022.2115033
JYU authors or editors
Publication details
All authors or editors: Karhulahti, Veli-Matti; Vahlo, Jukka; Martončik, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Journal or series: Addiction Research and Theory
ISSN: 1606-6359
eISSN: 1476-7392
Publication year: 2023
Publication date: 05/09/2022
Volume: 31
Issue number: 3
Pages range: 157-167
Publisher: Taylor & Francis
Publication country: United Kingdom
Publication language: English
DOI: https://doi.org/10.1080/16066359.2022.2115033
Research data link: https://osf.io/v4cqd/
Publication open access: Openly available
Publication channel open access: Partially open access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/85465
Additional information: Registered Report. This paper has been peer reviewed at PCI RR: https://rr.peercommunityin.org/articles/rec?id=209
Abstract
Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities in prevalence, overlap, and health. A nationally representative (N = 8217) sample of Finnish participants was collected. The screening instruments produced significantly different prevalence rates (from 0.4% to 6.9%) and the binomial probabilities of group overlap ranged from poor (0.419) to good (0.919). Expectedly, the problem groups had lower mental health than the general population, yet exploratory analyses implied equivalent or significantly higher physical health. We also found strong exploratory evidence for mischievous responding to complicate the measurement of gaming problems. Considering that several major differences were confirmed between the four gaming problem constructs, we recommend researchers to clearly define their construct of interest, i.e. whether they are studying the ICD-11 based official mental disorder, the DSM-5 proposed ‘internet gaming disorder’, or other gaming problems—especially in future meta-analyses.
Keywords: addiction; playing (games and sports); problem gambling; compulsive gambling; mental disorders; prevalence of a condition; medical screening
Free keywords: Behavioral addiction; prevalence; technology use
Contributing organizations
Related projects
- Problem Gaming in Working Life
- Karhulahti, Veli-Matti
- Finnish Work Environment Fund
- Centre of Excellence in Game Culture Studies
- Koskimaa, Raine
- Research Council of Finland
- An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation
- Karhulahti, Veli-Matti
- European Commission
Ministry reporting: Yes
VIRTA submission year: 2022
JUFO rating: 1