A1 Alkuperäisartikkeli tieteellisessä aikakauslehdessä
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-tekijät tai -toimittajat
Julkaisun tiedot
Julkaisun kaikki tekijät tai toimittajat: Karhulahti, Veli-Matti; Vahlo, Jukka; Martončik, Marcel; Munukka, Matti; Koskimaa, Raine; von Bonsdorff, Mikaela
Lehti tai sarja: Addiction Research and Theory
ISSN: 1606-6359
eISSN: 1476-7392
Julkaisuvuosi: 2023
Ilmestymispäivä: 05.09.2022
Volyymi: 31
Lehden numero: 3
Artikkelin sivunumerot: 157-167
Kustantaja: Taylor & Francis
Julkaisumaa: Britannia
Julkaisun kieli: englanti
DOI: https://doi.org/10.1080/16066359.2022.2115033
Linkki tutkimusaineistoon: https://osf.io/v4cqd/
Julkaisun avoin saatavuus: Avoimesti saatavilla
Julkaisukanavan avoin saatavuus: Osittain avoin julkaisukanava
Julkaisu on rinnakkaistallennettu (JYX): https://jyx.jyu.fi/handle/123456789/85465
Lisätietoja: Registered Report. This paper has been peer reviewed at PCI RR: https://rr.peercommunityin.org/articles/rec?id=209
Tiivistelmä
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.
YSO-asiasanat: riippuvuus; pelaaminen; ongelmapelaaminen; pelihimo; mielenterveyshäiriöt; sairastavuus; seulontatutkimus
Vapaat asiasanat: Behavioral addiction; prevalence; technology use
Liittyvät organisaatiot
Hankkeet, joissa julkaisu on tehty
- Ongelmapelaaminen työelämässä
- Karhulahti, Veli-Matti
- Työsuojelurahasto
- Pelikulttuurien tutkimuksen huippuyksikkö
- Koskimaa, Raine
- Suomen Akatemia
- An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation
- Karhulahti, Veli-Matti
- Euroopan komissio
OKM-raportointi: Kyllä
VIRTA-lähetysvuosi: 2022
JUFO-taso: 1