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dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.authorBehm, Sanni
dc.contributor.authorLukka, Lauri
dc.date.accessioned2023-06-08T08:45:21Z
dc.date.available2023-06-08T08:45:21Z
dc.date.issued2023
dc.identifier.citationKarhulahti, V.-M., Behm, S., & Lukka, L. (2023). Why do adults seek treatment for gaming (disorder)? : A qualitative study. <i>Humanities and Social Sciences Communications</i>, <i>10</i>, Article 299. <a href="https://doi.org/10.1057/s41599-023-01775-y" target="_blank">https://doi.org/10.1057/s41599-023-01775-y</a>
dc.identifier.otherCONVID_183500848
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/87556
dc.description.abstractDespite 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 consist of the participants’ personal accounts regarding their problems. Additionally, we report the game titles that the participants had problems with, as well as Internet Gaming Disorder Test (IGDT-10) scores, which were measured from 89 participants. The template analysis suggested five themes, which cover the main reasons for treatment-seeking: social reasons, existential reasons, practical reasons, self-perceived addiction, and wish for support. Many of these themes overlap with the ICD-11 description of gaming disorder, but several issues, such as loss of meaning and financial harms, are not part of the current diagnosis. The average IGDT-10 score among participants was 3.86 (SD = 2.55) and 37 (42%) individuals met the disorder cutoff (5.00). Numerous videogames with different designs were mentioned as sources of problems, of which 26 were mentioned more than once. The study indicates that adults seek treatment for many kinds of games and gaming-related problems, including but not limited to those, which are described part of the ICD-11 gaming disorder diagnoses. We recommend both researchers and practitioners to implement an expanded perspective on gaming behaviors, acknowledging that adults may seek treatment for diverse gaming-related problems, some of which not necessarily relevant to gaming disorder or mental disorders in general.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherNature Publishing Group
dc.relation.ispartofseriesHumanities and Social Sciences Communications
dc.rightsCC BY 4.0
dc.subject.othercultural and media studies
dc.subject.otherpsychology
dc.titleWhy do adults seek treatment for gaming (disorder)? : A qualitative study
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202306083625
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineNykykulttuurin tutkimusfi
dc.contributor.oppiaineMonitieteinen aivotutkimuskeskusfi
dc.contributor.oppiaineHyvinvoinnin tutkimuksen yhteisöfi
dc.contributor.oppiaineContemporary Cultureen
dc.contributor.oppiaineCentre for Interdisciplinary Brain Researchen
dc.contributor.oppiaineSchool of Wellbeingen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.relation.issn2662-9992
dc.relation.volume10
dc.type.versionpublishedVersion
dc.rights.copyright© 2023 the Authors
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber101042052
dc.relation.grantnumber101042052
dc.relation.grantnumber200349
dc.relation.grantnumber312397
dc.relation.projectidinfo:eu-repo/grantAgreement/EC/H2020/101042052/EU//ORE
dc.subject.ysopelaaminen
dc.subject.ysomielenterveyshäiriöt
dc.subject.ysomielenterveysongelmat
dc.subject.ysovideopelit
dc.subject.ysopelihimo
dc.subject.ysoongelmapelaaminen
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p14483
jyx.subject.urihttp://www.yso.fi/onto/yso/p990
jyx.subject.urihttp://www.yso.fi/onto/yso/p20629
jyx.subject.urihttp://www.yso.fi/onto/yso/p17281
jyx.subject.urihttp://www.yso.fi/onto/yso/p20290
jyx.subject.urihttp://www.yso.fi/onto/yso/p25449
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.1057/s41599-023-01775-y
dc.relation.funderEuropean Commissionen
dc.relation.funderFinnish Work Environment Funden
dc.relation.funderResearch Council of Finlanden
dc.relation.funderEuroopan komissiofi
dc.relation.funderTyösuojelurahastofi
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramERC Starting Grant, HEen
jyx.fundingprogramOthersen
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramERC Starting Grant, HEfi
jyx.fundingprogramMuutfi
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
jyx.fundinginformationVMK: Finnish Work Environment Fund (200349), Academy of Finland (312397), and European Research Council (ERC) under the European Union’s Horizon Europe research and innovation program (grant agreement No 101042052). LL: Technology Industries of Finland Centennial Foundation, Jane and Aatos Erkko Foundation, and Sigrid Juselius Foundation grants to J. Matias Palva. SB: no funding to declare.
dc.type.okmA1


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