FSD3400 YouGamble 2017: Additional Finnish Data

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Aineiston nimi

YouGamble 2017: Additional Finnish Data

Aineistonumero

FSD3400

Pysyvä tunniste

urn:nbn:fi:fsd:T-FSD3400

Aineiston laatu

Kvantitatiivinen aineisto

Tekijät

Sisällön kuvaus

This survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea.

First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment).

The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet.

In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media.

Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids).

The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves.

Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification).

Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.

Asiasanat

addiction; gambling; internet; internet use; social behaviour; social media; substance use; well-being (health); youth

Tieteenala/Aihealue

Sarja

Individual datasets

Jakelija

Finnish Social Science Data Archive

Käyttöoikeudet

The dataset is (B) available for research, teaching and study.

Kerääjät

  • Oksanen, Atte (Tampere University. Faculty of Social Sciences)
  • Sirola, Anu (Tampere University. Faculty of Social Sciences)
  • Kaakinen, Markus (Tampere University. Faculty of Social Sciences)

Rahoittajat

  • Finnish Foundation for Alcohol Studies

Ajallinen kattavuus

2017

Aineistonkeruun ajankohta

2017-04-19 – 2017-06-19

Maa

Finland

Kohdealue

Finland

Havaintoyksikkötyyppi

Individual

Perusjoukko/otos

Finnish Internet users aged 15-30 years

Tutkimuksen aikaulottuvuus

Cross-section

Otantamenetelmä

Non-probability: Availability

The respondents were recruited from Finnish social media sites popular among young people. The sites included IRC-galleria, Suomi24 (five different forums), MuroBBS, Ylikerroin, Jatkoaika, FutisForum2, Riemurasia and Hevostalli.net. The researchers received permission to conduct the research from all sites. The respondents were first provided with a short text that introduced the research and contained contact information for the researchers as well as a link to the questionnaire. On the IRC-Galleria site, the text and link were displayed on the front page. On the other sites, the researchers posted the text and link on the discussion forums. The respondents were offered a chance to participate in the raffling of movie tickets, and a bundle of four Finnkino movie tickets was raffled twice among the respondents who had provided their email addresses. The email address data were destroyed after the raffling.

Keruumenetelmä

Self-administered questionnaire: Web-based (CAWI)

Field/Intervention experiment

Keruuväline tai –ohje

Structured questionnaire

Datatiedostojen kieli

Aineistopaketti voi sisältää samoja tiedostoja eri kielisinä.

Aineisto sisältää datatiedostoja seuraavilla kielillä: suomi.

Tietoarkisto kääntää kvantitatiivisia datatiedostoja englanniksi. Lisätietoja käännöspyynnön jättämisestä.

Datan versio

1.0

Katso myös

FSD3399 YouGamble 2017: Finnish Data

FSD3591 YouGamble 2018: US Data

Aineiston käytössä huomioitavaa

1,120 people visited the portal which provided access to the questionnaire but did not continue to the questionnaire. 251 complete responses were received.

To prevent identification of respondents, variable bv3 denoting the respondent's country of birth was categorised and open-ended responses to the response option "Other, please specify" in the same variable were removed from the data.

Painokertoimet

There are no weight variables in the data.

Viittausvaatimus

The data and its creators shall be cited in all publications and presentations for which the data have been used. The bibliographic citation may be in the form suggested by the archive or in the form required by the publication.

Malliviittaus

Oksanen, Atte (Tampere University) & Sirola, Anu (Tampere University) & Kaakinen, Markus (Tampere University): YouGamble 2017: Additional Finnish Data [dataset]. Version 1.0 (2020-08-12). Finnish Social Science Data Archive [distributor]. https://urn.fi/urn:nbn:fi:fsd:T-FSD3400

Julkaisusta tiedottaminen

Notify FSD of all publications where you have used the data by sending the citation information to user-services.fsd@tuni.fi.

Varaumat

The original data creators and the archive bear no responsibility for any results or interpretations arising from the reuse of the data.

Julkaisut aineistosta Tooltip

Kaakinen, M., Sirola, A., Savolainen, I. & Oksanen, A. (2020) Shared Identity and Shared Information in Social Media: Development and Validation of the Identity Bubble Reinforcement Scale. Media Psychology, 23(1), 23-51. DOI: 10.1080/15213269.2018.1544910.

Kaakinen, Markus & Sirola, Anu & Savolainen, Iina & Oksanen, Atte (2019) Young People and Gambling Content in Social Media: An Experimental Insight. Drug & Alcohol Review, DOI:10.1111/dar.13010.

Oksanen, A., Savolainen, I., Sirola, A., & Kaakinen, M. (2018) Problem gambling and Psychological Distress: a cross-national perspective on the mediating effect of consumer debt and debt problems among emerging adults. Harm Reduction Journal, 15(45). DOI: 10.1186/s12954-018-0251-9.

Kaakinen, M., Sirola, A., Savolainen, I. & Oksanen, A. (2020) Shared Identity and Shared Information in Social Media: Development and Validation of the Identity Bubble Reinforcement Scale. Media Psychology, 23(1), 23-51. DOI: 10.1080/15213269.2018.1544910. Journal IF 2018 [JCR]: 2.736.

Sirola, A., Kaakinen, M., Savolainen, I., & Oksanen, A. (2019). Loneliness and online gambling-community participation of young social media users. Computers in Human Behavior, 95(June), 136-145. DOI: 10.1016/j.chb.2019.01.023. Journal IF 2018 [JCR]: 4.306.

Kaakinen, Markus & Sirola, Anu & Savolainen, Iina & Oksanen, Atte (2020) Impulsivity, internalizing symptoms, and online group behavior as determinants of online hate. PLoS ONE 15(4): e0231052. https://doi.org/10.1371/journal.pone.0231052

Kaakinen, M., Koivula, A., Savolainen, I., Sirola, A., Mikkola, M., Zych, I., Paek, H.-J., & Oksanen, A. (2021). Online dating applications and risk of youth victimization: A lifestyle exposure perspective. Aggressive Behavior. https://doi.org/10.1002/ab.21968

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