Search results for "verkkopelit"

showing 10 items of 36 documents

Gambling and gaming during COVID-19 : The role of mental health and social motives in gambling and gaming problems

2022

Background: The uncertain and stressful global situation caused by the COVID-19 pandemic has the potential to cause anxiety and impact people's mental health. Simultaneously, social distancing policies have isolated people from their normal social interactions. These societal changes have inevitably influenced gambling and gaming practices, and many people may have turned to betting or gaming as a means of social exchange. This study examined the influence of COVID-19 anxiety on increased mental health problems and their relationship to gambling and gaming problems. The mediating role of social motives for gambling and gaming was also investigated. Material and methods: Finnish adults (N = …

515 PsychologyCOVID-19Social motivesCOVID-19 anxietyongelmapelaaminenmielenterveysongelmatPsychiatry and Mental healthClinical PsychologymielenterveysGambling problemspoikkeusolot5141 SociologyrahapelitGaming problemsahdistushuman activitiesverkkopelit
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Sanailua, suunsoittoa ja syrjintää : Nuorten kokemuksia pelikäytöksestä

2022

Artikkelissa tarkastellaan laadullisen kyselyaineiston (N=180) avulla suomenkielisten, 15–25-vuotiaiden nuorten kokemuksia pelikäytöksestä digitaalisten pelien parissa. Teema-analyysin avulla rakennetut teemat valottavat epäasiallisen pelikäytöksen syitä ja seurauksia, kilpailullisten pelien suunsoittokulttuuria, pelikulttuureissa esiintyvää rakenteellista syrjintää, sekä myönteistä pelikäytöstä. Pelikäytös näyttäytyy artikkelissa monipuolisena ja monimutkaisena kokonaisuutena, johon vaikuttavat niin yksilöiden ominaisuudet ja mieltymykset kuin pelikulttuurien ja yhteiskunnan rakenteet. Artikkelin lopussa esitetään ehdotuksia keinoista vähentää asiatonta pelikäytöstä. This article explores …

518 Media- ja viestintätieteetpelaaminennuoretsyrjintäkielenkäyttö6131 Teatteri tanssi musiikki muut esittävät taiteetennaltaehkäisyvihamielisyyskäyttäytyminenverkkopelitpelikulttuuridigitaaliset pelit
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Associations between Sports Videogames and Physical Activity in Children

2022

Abstract Objective: The aim of the study was to examine the associations of sports video gaming behaviour in the sociological concept of Physical Activity Relationships (PAR) and to see if sports video gaming differs by gender. Methods: A convenience sample of children between 11–12 years of age (n = 114) from three Finnish regions completed a questionnaire on perceptions of their video gaming and physical activity habits. Differences by gender were tested by contingency tables, and blockwise binary logistic regressions were used to examine the strength of association with physical activity behaviour in PAR. Results: Almost all girls had low importance to video gaming and over two thirds (7…

Cultural StudiespelaaminenvideopelitvaikutuksetruutuaikaliikuntatytötEducationsukupuolipojat (ikäryhmät)istuminenpelitsedentaryurheiluhealth behaviourTourism Leisure and Hospitality Managementterveyskäyttäytyminenscreen time adolescencephysical activity relationshipsverkkopelitApplied Psychologytietokonepeliturheilupelitfyysinen aktiivisuus
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Mission US: Flight to Freedom -peli historiallisen empatian rakentajana

2017

Flight to FreedomDD1-2009Mission USHistory (General) and history of EuropeHistory (General)verkkopelitgame studiespelitutkimusdigitaaliset pelitVertaisarvioitu artikkeliEnnen ja nyt: Historian tietosanomat
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Mental health service users' and professionals' relationship with games and gaming

2017

Background Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods In this qualitative study, data consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
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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…

Male515 PsychologyHealth Toxicology and Mutagenesisescapism; addiction; excessive behaviors; internet use; gambling; gamingescapisminternet usepelihimoriippuvuusrahapelitHumansLongitudinal StudiesgamingPandemicsFinlandexcessive behaviorsInternetPublic Health Environmental and Occupational HealthCOVID-193142 Public health care science environmental and occupational healthgamblingBehavior AddictiveVideo Games5141 SociologyFemaleaddictionverkkopeliteskapismiInternational journal of environmental research and public health
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Psychometric properties of the Internet Gaming Disorder Test (IGDT-10) and problematic gaming behavior among Finnish vocational school students.

2019

This study was conducted to investigate the psychometric properties of the Finnish version of the Internet Gaming Disorder Test (IGDT-10), identify the proportion displaying problematic gaming behavior (PGB) among Finnish vocational school students, and characterize the relationships between sociodemographic factors and gaming characteristics predicting PGB in this population. This cross-sectional study involving 773 students (mean age 17.5 years). Socio-demographic and gaming behavior characteristics were established using a web-based survey. A confirmatory factor analysis (CFA) showed that the IGDT-10 test has appropriate psychometric properties. The proportion of students exhibiting PGB …

MaleAdolescentPsychometricsPopulationdigital games050109 social psychology050105 experimental psychologygaming disorderYoung AdultArts and Humanities (miscellaneous)riippuvuusDevelopmental and Educational PsychologyHumans0501 psychology and cognitive sciencespsychometric testingeducationStudentsGeneral Psychologyta515Finlandeducation.field_of_studyInternetSchoolsbusiness.industry05 social sciencesVocational schoolRegression analysisGeneral Medicineproblematic gamingPreferenceConfirmatory factor analysisTest (assessment)psykometriikkaBehavior AddictiveCross-Sectional StudiesVideo GamesAdolescent BehaviorPersonal computerammattikoululaisetThe InternetFemalePsychologybusinesshuman activitiesverkkopelitdigitaaliset pelitClinical psychologyScandinavian journal of psychology
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Understanding Augmented Reality Game Players : Value Co-destruction Process in Pokémon Go

2017

We conceptualize the mobile game Pokémon Go as a service provider aiming to offer customers value propositions over an augmented reality (AR) platform, where players engage in co-creating value, such as fun, social unity and health. However, playing Pokémon Go can also ensue to value co-destruction through critical service interactions involving e.g. increased mobile costs, trespassing, accidents or assaults. Such could ensue to negative value outcomes, such as frustration, humiliation or unsafety. In order to prevent critical service interactions, it is significant to gain an understanding of value codestruction, which currently remains an unclear concept with a call for empirical studies.…

Pokémon Gopalvelutvaluetäydennetty todellisuuslisätty todellisuusverkkopelitco-creationmobiilipelit
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Computer game as a pragmatic concept : ideas, meanings, and culture

2020

This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existe…

Sociology and Political Sciencedefinitionsvideopelit050801 communication & media studiespelikulttuuri03 medical and health sciences0508 media and communications0302 clinical medicinekulttuuri030212 general & internal medicineSociologyMeaning (existential)cross-cultural conceptstietokonepelitgameskulttuurienvälisyysphilosophyCommunication05 social sciencesmääritelmätmeaningmerkitykset (semantiikka)DUAL (cognitive architecture)social pragmatismLinguisticsComputer gamepragmatismiverkkopelitdigitaaliset pelit
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Value Creation and Power Asymmetries in Digital Ecosystems : A Study of a Cloud Gaming Provider

2020

Digital platforms connecting users and service providers have a central role in determining the value creation structure of ecosystems. Platform developers try to achieve a dominant position for the platform with a strong ecosystem around it. The size and attractiveness of the services can attract new users, and growing user volume can bring new co-operative service providers to the service partner network. An interesting question is how the presence of power and potential power asymmetry affect the value creation capability and the structure of a network around a platform? This chapter describes an example of value creation and the influence of power asymmetry in a digital ecosystem built …

Structure (mathematical logic)AttractivenessService (business)alustatalousComputer sciencebusiness.industryCloud gamingarvonluontiVolume (computing)digital ecosystems512 Business and managementdigital platformsService providerpartner networksDigital ecosystempilvipalvelutPosition (finance)digitalisationTelecommunicationsbusinessdigitalisaatioverkkopelit
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