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          <titl xml:lang="en">DDI description: Playing Video Games during the COVID-19 Pandemic: Survey 2020</titl>
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          <titl xml:lang="fi">DDI-kuvailu: Videopelaaminen koronapandemian aikana: kysely 2020</titl>
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        <titl xml:lang="en">Playing Video Games during the COVID-19 Pandemic: Survey 2020</titl>
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        <AuthEnty affiliation="Jyväskylän yliopisto" xml:lang="fi">Karhulahti, Veli-Matti
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        </AuthEnty><AuthEnty xml:lang="fi">Chen, Yingrong
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        </AuthEnty><AuthEnty affiliation="University of Jyväskylä" xml:lang="en">Karhulahti, Veli-Matti
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        <titl xml:lang="fi">Videopelaaminen koronapandemian aikana: kysely 2020</titl>
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        <keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="pelaaminen">pelaaminen</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="COVID-19">COVID-19</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="koronavirukset">koronavirukset</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="pelit">pelit</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="pelaajat">pelaajat</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="harrastukset">harrastukset</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="poikkeusolot">poikkeusolot</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="digitaaliset_pelit">digitaaliset pelit</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="elektroninen_urheilu">elektroninen urheilu</keyword><keyword xml:lang="fi" vocab="YSO" vocabURI="http://www.yso.fi/onto/yso/" ID="ajankaeyttoe">ajankäyttö</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id">COVID-19</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id" ID="bacterial_and_virus_diseases">bacterial and virus diseases</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id" ID="hobbies">hobbies</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id" ID="digital_games">digital games</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id" ID="leisure_time_activities">leisure time activities</keyword><keyword xml:lang="en" vocab="ELSST" vocabURI="https://elsst.cessda.eu/id" ID="time_budgets">time budgets</keyword>
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      <abstract xml:lang="fi">Kyselyllä kartoitettiin erilaisia pelikulttuureita. Kysymykset koskivat digitaalisten pelien pelaamista ja siihen liittyviä ilmiöitä, kuten pelien striimausta ja e-urheilun sekä urheilun seuraamista koronapandemian aikana Suomessa ja Kiinassa. Kyselyn alussa selvitetään, kuinka usein ja mitä pelejä vastaaja pelaa. Seuraavaksi käsitellään e-urheilua ja sen seuraamista, kuten kilpaileeko vastaaja itse sekä mikä vastaajan suosikkijoukkue e-urheilussa on. Lisäksi selvitetään vastaajan omaa sisällöntuotantoa peleihin liittyen. Lopuksi kysytään koronapandemiaan liittyvistä liikkumis- ja kokoontumisrajoituksista sekä niiden vaikutuksista esimerkiksi pelaamiseen, liikkumiseen ja e-urheilun seuraamiseen. Taustamuuttujina ovat ikä, sukupuoli ja vastaajan kieli (suomi tai kiina).</abstract><abstract xml:lang="en">The survey charted different digital gaming cultures. Questions examined digital gaming and related phenomena, such as livestreaming games and following e-sports and sports, during the coronavirus pandemic in Finland and China. First, the respondents were asked how often they had played digital and non-digital games in the past year and which games they had played the most. The types of digital games the respondents played (e.g. action and role-playing, sports games) were also surveyed. Following e-sports was examined with questions on, for example, how often the respondents watched online esports matches or livestreams of professional gamers, followed esports news sites or discussions, or bought esports merchandise. The respondents were also asked whether they played esports on a competitive level. Some questions also examined the respondents' habits regarding following and watching traditional sports. Next, the respondents' content producing was charted regarding whether the respondents had livestreamed their gaming. Finally, the survey examined the effects of the restrictions and exceptional circumstances caused by the COVID-19 pandemic. The respondents were asked how the restrictions of movement and gathering had affected their life regarding gaming, following and watching esports and gaming livestreams, and following and watching traditional sports, as well as their own physical exercise, reading habits, and TV watching. Background variables included the respondent's age, gender and mother tongue (Finnish or Chinese).</abstract>
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        Karhulahti, V-M., Nerg, H., Laitinen, T. et al. Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic. Current Psychology (2022). https://doi.org/10.1007/s12144-022-03586-x
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