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 editorsKarhulahti, Veli-Matti; Siutila, Miia; Vahlo, Jukka; Koskimaa, Raine

Journal or seriesCollabra

eISSN2474-7394

Publication year2022

Publication date24/10/2022

Volume8

Issue number1

Article number38819

PublisherUniversity of California Press

Publication countryUnited States

Publication languageEnglish

DOIhttps://doi.org/10.1525/collabra.38819

Publication open accessOpenly available

Publication channel open accessOpen 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.


Keywordsaddictionaddictivenessvideo gameshealthproblem gamblingpsychopathologyphenomenology


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Related projects


Ministry reportingYes

VIRTA submission year2022

JUFO rating1


Last updated on 2024-12-10 at 14:30