FSD3673 Digital Gaming, Work and Health Survey 2022

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Aineiston nimi

Digital Gaming, Work and Health Survey 2022

Aineistonumero

FSD3673

Pysyvät tunnisteet

https://urn.fi/urn:nbn:fi:fsd:T-FSD3673
https://doi.org/10.60686/t-fsd3673

Aineiston laatu

Kvantitatiivinen aineisto

Tekijät

Sisällön kuvaus

The survey charted the wellbeing of Finnish employees, their work and digital gaming. Some respondents have also answered a similar survey conducted in 2021: FSD3689 Digital Gaming, Work and Health Survey 2021. Respondents of the both surveys (n=492) can be matched using a randomized identification variable in the data.

In the survey, the respondents were first asked about their perceived health and quality of life, before moving on to digital gaming. They were asked about the time they spent on gaming-related issues, the reasons behind their gaming and the consequences of gaming. They were also asked about gambling and the amount of physical activity. The non-gaming respondents were asked why they do not play digital games. Next, respondents were asked about their views on themselves and their well-being. Respondents were asked to evaluate their own levels of worry and anxiety. This was followed by questions on factors such as perceived melancholy, loneliness, belief in the future and sense of self-worth.

The survey includes the following measurement indicators: Gaming addiction scale (GAS7), Internet Gaming Disorder Test (IGDT10), Gaming disorder test (GDT), Problem gaming test (THL1), PROMIS General Mental Health (GMH-2), PROMIS General Physical Health (GPH-2), Work ability index (WAI), Work recovery question (WR), Perceived loneliness (PL), Pathological gambling (BBDS), General anxiety disorder scale 2 (GAD-2) and Beck Depression Inventory (BDI).

Background variables included the respondent's age, gender, employment status and NUTS3 region of residence.

Asiasanat

addiction; attitudes; digital games; employees; exercise (physical activity); gambling; health status; labour and employment; money; psychological well-being; time budgets

Tieteenala/Aihealue

Sarja

Individual datasets

Jakelija

Finnish Social Science Data Archive

Käyttöoikeudet

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

Kerääjät

  • Karhulahti, Veli-Matti (University of Jyväskylä)
  • Vahlo, Jukka (University of Jyväskylä)
  • von Bonsdorff, Mikaela (University of Jyväskylä)
  • Munukka, Matti (University of Jyväskylä)
  • Koskimaa, Raine (University of Jyväskylä)
  • Bilendi

Rahoittajat

  • Finnish Work Environment Fund (200349)
  • Academy of Finland (312397)

Ajallinen kattavuus

2022

Aineistonkeruun ajankohta

2022-03-09 – 2022-05-28

Maa

Finland

Kohdealue

Finland

Havaintoyksikkötyyppi

Individual

Perusjoukko/otos

Finnish citizens aged 16 and over

Tutkimuksen aikaulottuvuus

Cross-section

Otantamenetelmä

Probability: Cluster: Stratified random

Bilendi collected the data systematically so that gender, age and region are represented nationally. The survey also invited 1,000 people who had responded to the survey one year earlier (FSD3689 Digital Gaming, Work and Health Survey 2021). 492 respondents have answered both surveys.

Keruumenetelmä

Self-administered questionnaire: Web-based (CAWI)

Keruuväline tai –ohje

Structured questionnaire

Vastausprosentti

26

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

FSD3678 Health and Digital Gaming: Gamer Interviews 2021

FSD3685 Health and Digital Gaming: Expert Interviews 2021

FSD3689 Digital Gaming, Work and Health Survey 2021

FSD3798 Health and Digital Gaming: Follow-up Gamer Interviews 2022

Aineiston käytössä huomioitavaa

An error has occurred in the collection of the Q17 question battery, which has resulted in some respondents being shown a long seven-item version of the GAD scale (Generalised Anxiety Disorder) rather than the two-item version. As a result, variables q17r3 to q17r7 contain a large amount of missing data.

To prevent identification of respondents, the original postcode variable BG3 has been removed from the data at the FSD. The researcher has created a coarser region variable from the postcode variable.

The material did not include the original questionnaire when it was submitted to the FSD.

Painokertoimet

The data includes a weight variable that allows the data to be weighted to represent the population aged 16 and over by sex, age group (16-24, 25-34, 35-44, 45-54, 55-64, 65+) and region of residence (NUTS3).

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

Karhulahti, Veli-Matti (University of Jyväskylä) & Vahlo, Jukka (University of Jyväskylä) & Munukka, Matti (University of Jyväskylä) & Koskimaa, Raine (University of Jyväskylä) & von Bonsdorff, Mikaela (University of Jyväskylä): Digital Gaming, Work and Health Survey 2022 [dataset]. Version 1.0 (2023-08-18). Finnish Social Science Data Archive [distributor]. https://urn.fi/urn:nbn:fi:fsd:T-FSD3673

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

Karhulahti, V., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2022). Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report. https://doi.org/10.31234/osf.io/qytrs

Billieux, J., & Fournier, L. (2023). Commentary on Karhulahti et al.(2022): addressing ontological diversity in gaming disorder measurement from an item-based psychometric perspective. Addiction Research & Theory, 31(3), 170-173. https://doi.org/10.1080/16066359.2022.2125508

Karhulahti, V. M., Adamkovic, M., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2023). Reply to Billieux and Fournier (2022): collaborative shortcut to ontological diversity. Addiction Research & Theory, 31(3), 174-177. https://doi.org/10.1080/16066359.2022.2160448

Amendola, S. (2023). Commentary on Karhulahti et al.(2022): Exploring gaming disorder from the harmful dysfunction analysis perspective. Addiction Research & Theory, 31(3), 168-169. https://doi.org/10.1080/16066359.2023.2173743

Karhulahti, V. M., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2023). Ontological diversity in gaming disorder measurement: a nationally representative registered report. Addiction Research & Theory, 31(3), 157-167. https://doi.org/10.1080/16066359.2022.2115033

Pennington, C. (2022) Different ontologies, different constructs? Instruments for gaming-related health problems identify different groups of people and measure different problems. Peer Community in Registered Reports, 100209. https://doi.org/10.24072/pci.rr.100209

Kuikka, Saana (2024). Sukupuolen yhteys ongelmapelaamiseen: Digitaalisen pelaamisen kokeminen henkilökohtaisena ongelmana ja digipeliriippuvuuden tunnuspiirteet. Kandidaatintutkielma. Yhteiskuntatutkimus. Tampere: Tampereen yliopisto. https://urn.fi/URN:NBN:fi:tuni-202405075532

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