FSD3689 Digital Gaming, Work and Health Survey 2021
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Tekijät
- 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)
Asiasanat
addiction, attitudes, digital games, employees, exercise (physical activity), gambling, health status, labour and employment, money, psychological well-being, time budgets
Sisällön kuvaus
The survey charted the wellbeing of Finnish employees, their work and digital gaming. The same respondents were invited to volunteer for a similar survey one year later: FSD3673 Digital Gaming, Work and Health Survey 2022. Respondents to both surveys 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 amount of time and money spent on gaming-related things per week. Respondents were also asked how much they liked or disliked various aspects of games. Non-gamers were asked why they do not play digital games and how much they have played various non-digital games.
The survey then moved on to the negative phenomena associated with digital gaming. For example, respondents were asked how often in the last six months they had thought about gaming during the day. They were also asked about gambling. This was followed by questions on anxiety, depression, loneliness, fear of the future and feelings of self-worth. Finally, respondents were asked about their recovery from work and their current capacity to work.
The survey includes the following additional 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 mother tongue, gender, year of birth, age, level of education, party affiliation and NUTS3 region of residence.
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