FSD3798 Health and Digital Gaming: Follow-up Gamer Interviews 2022
The dataset is (D) available only by permission from the data depositor/creator.
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Study title
Health and Digital Gaming: Follow-up Gamer Interviews 2022
Dataset ID Number
FSD3798
Persistent identifiers
https://urn.fi/urn:nbn:fi:fsd:T-FSD3798https://doi.org/10.60686/t-fsd3798
Data Type
Qualitative
Authors
- Karhulahti, Veli-Matti (University of Jyväskylä)
- Siutila, Miia (University of Jyväskylä. University of Turku)
- Kauraoja, Valtteri (University of Jyväskylä)
- Malinen, Ville (University of Jyväskylä)
Abstract
The dataset consists of interview transcripts with people who spend a lot of time playing video games. The interviewees include people who play video games competitively for at least 30 hours a week and people who have sought help for compulsive gaming. The interviews are follow-up interviews, and the same individuals were interviewed for the first time a year earlier. For the dataset containing the first round of interviews, see dataset FSD3678 archived at FSD.
In the first part of the follow-up interviews, the interviewees were asked whether there had been any changes in their digital gaming habits compared to a year ago. The interviewees were also asked about any changes in their career, family and friends. Next, they were asked to give a day-by-day description of what a normal week of digital gaming was like for them and to describe in as much detail as possible one digital gaming experience from the previous month. Additionally, the interviews included questions about the interviewees' other hobbies and their satisfaction with their current job. In relation to gaming, the interviewees were asked whether they felt that they spent too much time playing digital games.
Background information included, among others, the interviewee's gender, information on which interviewee group the interviewee was part of, and the date of the interview. The interview identifier makes it possible to compare data between each interviewee's first interview and follow-up interview. The data were organised into an easy to use HTML version at FSD.
Keywords
addiction; compulsive gaming; digital games; electronic sports; internet addiction; interpersonal relationships; leisure time activities
Topic Classification
- Social sciences (Fields of Science Classification)
- Medical and health sciences (Fields of Science Classification)
- Information society (CESSDA Topic Classification)
- Social behaviour and attitudes (CESSDA Topic Classification)
Series
Individual datasetsDistributor
Finnish Social Science Data Archive
Access
The dataset is (D) available only by permission from the data depositor/creator.
Data Collector
- Siutila, Miia (University of Turku)
- Karhulahti, Veli-Matti (University of Jyväskylä)
Collection Dates
2022-10 – 2022-12
Nation
Finland
Geographical Coverage
Finland
Analysis/Observation Unit Type
Individual
Universe
People who had sought help for compulsive gaming and people who play eSports games for at least 30 hours a week, who had been interviewed for the first time the previous year
Time Method
Longitudinal: Cohort/Event-based
Sampling Procedure
Non-probability: Purposive
As the interview was a follow-up interview, all interviewees from the previous interview round were contacted after a year. Five individuals who had sought help for compulsive gaming (n=5) and four people who play eSports games for at least 30 hours a week (n=4) were reached.
Collection Mode
Web-based interview (The interviews were conducted using Zoom.)
Research Instrument
Interview scheme and/or themes (The interviews were conducted using the POP-UP interview scheme (Phenomenology of Play, Follow-up) which is slightly different from the POP (Phenomenology of Play) interview scheme used in the first round of interviews. The interviews were mostly conducted with two interviewers, with the exception of one interview where only one interviewer was present.)
Data Files
9 interviews in ODT file format. Additionally, the data were organised into an easy to use HTML version and a CSV version.
Data File Language
The data files of this dataset are available in the following languages: Finnish.
Qualitative data are available in their original language only and are not translated.
Data Version
1.0
Related Datasets
FSD3673 Digital Gaming, Work and Health Survey 2022
FSD3678 Health and Digital Gaming: Gamer Interviews 2021
FSD3685 Health and Digital Gaming: Expert Interviews 2021
FSD3689 Digital Gaming, Work and Health Survey 2021
Completeness of Data and Restrictions
The researcher has anonymised the data by removing direct identifiers (e.g. names) and indirect identifiers (e.g. locations, exact ages, detailed information concerning occupation and education). Additionally, one indirect identifier was removed at FSD. Changes made at FSD are marked with [[double square brackets]].
Citation Requirement
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.
Bibliographical Citation
Karhulahti, Veli-Matti (University of Jyväskylä) & Siutila, Miia (University of Jyväskylä) & Kauraoja, Valtteri (University of Jyväskylä) & Malinen, Ville (University of Jyväskylä): Health and Digital Gaming: Follow-up Gamer Interviews 2022 [dataset]. Version 1.0 (2023-08-23). Finnish Social Science Data Archive [distributor]. https://urn.fi/urn:nbn:fi:fsd:T-FSD3798
Deposit Requirement
Notify FSD of all publications where you have used the data by sending the citation information to user-services.fsd@tuni.fi.
Disclaimer
The original data creators and the archive bear no responsibility for any results or interpretations arising from the reuse of the data.
Related Publications
Karhulahti, Veli-Matti; Siutila, Miia; Vahlo, Jukka; Koskimaa, Raine. Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report. Peer Community Journal, Volume 3 (2023), article no. e83.
Study description in machine readable DDI-C 2.5 format
Metadata record is licensed under a Creative Commons Attribution 4.0 International license.