A1 Journal article (refereed)
Phenomenological Strands for Gaming Disorder and Esports Play : A Qualitative Registered Report (2022)
Karhulahti, V.-M., Siutila, M., Vahlo, J., & Koskimaa, R. (2022). Phenomenological Strands for Gaming Disorder and Esports Play : A Qualitative Registered Report. Collabra, 8(1), Article 38819. https://doi.org/10.1525/collabra.38819
JYU authors or editors
Publication details
All authors or editors: Karhulahti, Veli-Matti; Siutila, Miia; Vahlo, Jukka; Koskimaa, Raine
Journal or series: Collabra
eISSN: 2474-7394
Publication year: 2022
Publication date: 24/10/2022
Volume: 8
Issue number: 1
Article number: 38819
Publisher: University of California Press
Publication country: United States
Publication language: English
DOI: https://doi.org/10.1525/collabra.38819
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/83737
Web address of parallel published publication (pre-print): https://doi.org/10.31234/osf.io/q53jz
Abstract
The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differences between gaming disorder and intensive play, the latter of which often involves several gaming hours per day without related health problems. In this study, we approached the above question by interpretive phenomenological analysis with interviews in two groups of highly involved videogame players: those who seek or have sought clinical help for their problems with gaming (n=6), and those who play esports more than 4 hours per day without self-reported related health problems (n=10). The interviews were carried out by using a new Phenomenology of Play (POP) interview frame. These data were contextualized with interviews of medical experts (n=6) who have experience of working with the former group. The findings imply that experiences of disorder derive from gaming interfering with what one wants to be, do, and have throughout life, whereas the experiences of intensive esport play derive from gaming being integrated into self throughout life. To our knowledge, this was the first registered report using qualitative phenomenological methods—we encourage researchers to explore the utility of registered reports with other qualitative methods to further optimize scientific progress.
Keywords: addiction; addictiveness; video games; health; problem gambling; psychopathology; phenomenology
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