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      <abstract xml:lang="fi">Aineistossa kartoitetaan työllisten hyvinvointia, työntekoa ja videopelaamista. Samat vastaajat kutsuttiin osallistumaan vapaaehtoisesti vuoden päästä toteutettuun vastaavanlaiseen kyselyyn: FSD3673 Pelaaminen, työ ja terveys -kysely 2022. Molempiin kyselyihin vastanneet on mahdollista yhdistää vuoden 2022 kyselyyn satunnaisen tunnistemuuttujan avulla. Aluksi vastaajilta kysyttiin koetusta terveydentilasta ja elämänlaadusta, jonka jälkeen siirryttiin käsittelemään digitaalisten pelien pelaamista. Ensin tiedusteltiin vastaajien suhdetta pelaamiseen. Heiltä kysyttiin esimerkiksi peliaiheisiin asioihin käytettyä aikaa ja rahamäärää viikossa. Vastaajien tuli mainita myös peli, jota on pelannut eniten viimeisen kuukauden aikana sekä koko oman pelihistorian aikana. Lomakkeella kysyttiin lisäksi, kuinka mieluisina tai epämieluisina vastaajat pitävät erinäisiä peleihin liittyviä seikkoja. Pelaamattomilta vastaajilta kysyttiin miksi he eivät pelaa digitaalisia pelejä ja miten paljon he ovat taasen pelanneet erilaisia ei-digitaalisia pelejä. Seuraavaksi kyselyssä siirryttiin käsittelemään pelaamiseen liittyviä negatiivisia ilmiöitä. Vastaajilta kysyttiin esimerkiksi, kuinka usein viimeisen kuuden kuukauden aikana he ovat ajatelleet pelaamista pitkin päivää tai pelanneet unohtaakseen muun elämän. Lisäksi kyselyssä tiedusteltiin rahapelaamisesta. Vastaajilta kysyttiin myös kuinka paljon he liikkuvat viikoittain. Tämän jälkeen tiedusteltiin koetusta ahdistuksesta, alakulosta, yksinäisyydestä, tulevaisuususkosta sekä oman arvon tunteesta. Lopuksi kysyttiin työstä palautumisesta sekä tämänhetkisestä työkyvystä. Kysely lisältää seuraavat mittarit: 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) ja Beck Depression Inventory (BDI). Taustamuuttujina aineistossa ovat muun muassa ikä, sukupuoli, työllisyystilanne sekä alue, jolla asuu.</abstract><abstract xml:lang="en">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.</abstract>
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        Amendola, S. (2023). Commentary on Karhulahti et al.(2022): Exploring gaming disorder from the harmful dysfunction analysis perspective. Addiction Research &amp; Theory, 31(3), 168-169. https://doi.org/10.1080/16066359.2023.2173743
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        Billieux, J., &amp; Fournier, L. (2023). Commentary on Karhulahti et al.(2022): addressing ontological diversity in gaming disorder measurement from an item-based psychometric perspective. Addiction Research &amp; Theory, 31(3), 170-173. https://doi.org/10.1080/16066359.2022.2125508
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        Charlotte Pennington (2022) Different ontologies, different constructs? Instruments for gaming-related health problems identify different groups of people and measure different problems. Peer Community in Registered Reports. https://rr.peercommunityin.org/articles/rec?id=209
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        Karhulahti, V. M., Adamkovic, M., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., &amp; von Bonsdorff, M. (2023). Reply to Billieux and Fournier (2022): collaborative shortcut to ontological diversity. Addiction Research &amp; Theory, 31(3), 174-177. https://doi.org/10.1080/16066359.2022.2160448
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