Digital Gaming, Work and Health Survey 2022

Digital Gaming, Work and Health Survey 2022

Description

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.
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Year of publication

2023

Authors

Tietoarkisto - Publisher

Karhulahti, Veli-Matti Orcid -palvelun logo - Creator

Koskimaa, Raine Orcid -palvelun logo - Creator

Munukka, Matti - Creator

Vahlo, Jukka Orcid -palvelun logo - Creator

von Bonsdorff, Mikaela Orcid -palvelun logo - Creator

Other information

Fields of science

SOCIAL SCIENCES

Language

Finnish

Open access

Restricted access

License

Other (Not Open)

Keywords

työkyky, Information society, Tietoyhteiskunta, General health and well-being, Yleinen terveydentila ja hyvinvointi, attitudes, exercise (physical activity), Leisure, tourism and sport, liikunta, Vapaa-aika, matkailu ja urheilu, asenteet, Ajankäyttö, labour and employment, työ, rahankäyttö, terveydentila, addiction, psychological well-being, employees, health status, gambling, pelaaminen, rahapelit, digitaaliset pelit, digital games, ongelmapelaaminen, kokemukset, money, time budgets, pelit, digihyvinvointi
Digital Gaming, Work and Health Survey 2022 - Research.fi