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Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Reportuse asterix (*) to get italics
Veli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine Koskimaa
<p>The academic debates regarding the psychiatric relevance of gaming disorder continue largely because the lived experiences of treatment-seekers remain mostly unstudied. This registered report addresses the above research gap with a longitudinal design that pursues a comparative descriptive understanding of how intensive gaming experiences evolve in both clinical and non-clinical life situations. Accompanied by a rich health survey, interpretive phenomenological analysis was adapted to understand in-depth interview data from treatment-seeking (n=5) and esports-playing (n=4) participants, the latter of which did not experience any gaming-related health problems. The interviews were carried out as a 1-year follow-up. The study finds intensive relationships with gaming to be experienced through multidimensional cyclicality. For treatment-seekers, this manifests through shifting problem processing that involves a search of new gaming and life meanings; meanwhile, for esports-playing participants, the meanings of gaming evolve and can rapidly adapt to unexpected life events. We propose life thinning and resilience-integration processes as working models that can help better describe and theoretically explain how some individuals end up seeking gaming-related treatment, whereas for others gaming continues to be part of their identity and resilience. The findings call for more qualitative registered reports with treatment-seekers and other intensively gaming people from different cultures to better understand the spectrum of intensive gaming phenomenologically—and specifically, what it means for people to seek treatment for their gaming.&nbsp;</p>
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phenomenology, technology, psychiatry, videogames
Humanities, Medical Sciences, Social sciences
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2023-05-15 11:01:37
Chris Chambers