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      <abstract xml:lang="fi">Aineistossa kartoitetaan suomalaisten hyvinvointia, työntekoa ja videopelaamista. Osa vastaajista on vastannut myös vuonna 2021 toteutettuun vastaavanlaiseen kyselyyn: FSD3689 Pelaaminen, työ ja terveys -kysely 2021. Molempiin kyselyihin vastanneet (n=492) on mahdollista yhdistää vuoden 2021 kyselyyn satunnaisen tunnistemuuttujan avulla. Aluksi vastaajilta kysyttiin koetusta terveydentilasta ja elämänlaadusta, jonka jälkeen siirryttiin käsittelemään digitaalisten pelien pelaamista. Heiltä kysyttiin peliaiheisiin asioihin käytetystä ajasta, pelaamisen taustalla olevista syistä sekä pelaamisen seurauksista. Lisäksi heiltä tiedusteltiin rahapelaamisesta sekä liikunnan määrästä. Pelaamattomilta vastaajilta kysyttiin erikseen, miksi he eivät pelaa digitaalisia pelejä. Seuraavaksi kysyttiin vastaajien käsitystä itsestään ja hyvinvoinnistaan. Kyselyyn vastanneita pyydettiin arvioimaan omaa huolestuneisuuttaan ja ahdistuneisuuttaan. Tämän jälkeen tiedusteltiin muun muassa koetusta alakulosta, yksinäisyydestä, tulevaisuususkosta sekä oman arvon tunteesta. Lopuksi kysyttiin myös 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. Some respondents have also answered a similar survey conducted in 2021: FSD3689 Digital Gaming, Work and Health Survey 2021. Respondents of the both surveys (n=492) 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 time they spent on gaming-related issues, the reasons behind their gaming and the consequences of gaming. They were also asked about gambling and the amount of physical activity. The non-gaming respondents were asked why they do not play digital games. Next, respondents were asked about their views on themselves and their well-being. Respondents were asked to evaluate their own levels of worry and anxiety. This was followed by questions on factors such as perceived melancholy, loneliness, belief in the future and sense of self-worth. The survey includes the following 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 age, gender, employment status 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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        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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        Karhulahti, V. M., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., &amp; von Bonsdorff, M. (2023). Ontological diversity in gaming disorder measurement: a nationally representative registered report. Addiction Research &amp; Theory, 31(3), 157-167. https://doi.org/10.1080/16066359.2022.2115033
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        Karhulahti, V., Vahlo, J., Martoncik, M., Munukka, M., Koskimaa, R., &amp; von Bonsdorff, M. (2022). Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report. https://doi.org/10.31234/osf.io/qytrs
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