Search results for "pelihimo"
showing 7 items of 7 documents
Social Ecological Model of Problem Gambling : A Cross-National Survey Study of Young People in the United States, South Korea, Spain, and Finland
2021
Problem gambling among young people is an emerging trend globally. The online environment in particular offers various possibilities for gambling engagement. This is the first cross-national survey study using the social ecological model to analyze problem gambling, especially in the online context. The study aimed to analyze how different social ecological spheres explain problem gambling. Participants were young people aged 15–25 in the United States (n = 1212), South Korea (n = 1192), Spain (n = 1212), and Finland (n = 1200). The South Oaks Gambling Screen (SOGS) instrument measured problem gambling. The regression models analyzed problem gambling with measures of intrapersonal, interper…
Online Communities and Gambling Behaviors : a Systematic Review
2022
Abstract Purpose of Review The internet and virtual environments have enabled the formation of online communities around a variety of interests. Online communities focused on gambling are increasingly popular and attract users to interact and share ideas and experiences with likeminded others. This study reviews evidence from the latest research examining the role of online communities in gambling behaviors and gambling problems. Recent Findings A systematic literature search resulted in 17 studies. Research shows that online communities are used for diverse reasons like discussing gambling experiences and problems, sharing tips, and celebrating winnings with others. These reasons of online…
"Se hetki muutti elämäni, halusin löytää vastauksia riippuvuuteeni" : narratiivinen tutkimus rahapeliriippuvuudesta toipumisesta
2017
Tämä tutkimus tarkastelee rahapeliriippuvuudesta toipumista. Tarkastelussa on, mitä tarinoissa kerrotaan rahapeliriippuvuuden toipumisen käännekohdista ja keinoista. Lisäksi tarkastellaan, mitä annettavaa näillä edellä mainituilla on sosiaalityön käytäntöihin. Tutkimuksen aineisto koostuu kuudestatoista tarinasta, jotka kerättiin kirjoituspyynnön avulla. Teoreettisena viitekehyksenä on narratiivisuus. Lisäksi taustateoriaa on rahapeliriippuvuudesta. Tutkimuksessa pyritään samaan ymmärrystä rahapeliriippuvuudesta toipumisesta, joten narratiivisuus sopii hyvin taustateoriaksi. Tarkoitus on saada kuuluviin niiden ääni, jotka ovat selvinneet rahapeliriippuvuudesta. Tutkimustuloksissa selviää, e…
Ontological diversity in gaming disorder measurement: a nationally representative registered report
2022
Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate how screening instruments that derive from different ontologies differ in identifying associated problem groups. By using four central screening instruments, each representing a different ontological basis, we hypothesized differences and similarities…
Measuring Internet Gaming Disorder and Gaming Disorder : A Qualitative Content Validity Analysis of Validated Scales
2021
Numerous instruments have been developed to measure gaming-related health problems based on “internet gaming disorder” (IGD) in the third section of the Diagnostic and Statistical Manual of Mental Disorders (5th ed.) and “gaming disorder” (GD) in the International Classification of Diseases (11th rev.). However, the criteria in the manuals tend to be operationalized in numerous diverse ways, which can make screening outcomes incomparable. A content validity analysis is needed to reassess the relationships between the diagnostic criteria and the items that operationalize them. The IGD and GD criteria were divided into sematic components. A qualitative content validity analysis was carried ou…
Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.
2022
Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem…
Why do adults seek treatment for gaming (disorder)? A qualitative study
2022
Despite gaming disorder now being diagnosable by the International Classification of Diseases (ICD-11) as a new mental disorder due to addictive behaviors, little is known about the concrete reasons for which people seek treatment for their videogame play. As the current literature is mainly based on children and adolescents, there is a strong need for better understanding adult treatment-seekers in particular. This preregistered study responds to the gap in research by qualitatively investigating the reasons for treatment-seeking with 110 participants who had sought help for their videogame play from a Finnish treatment program. We applied template analysis to the open-ended data, which co…