An Ontological Reconstruction of Gaming Disorder: A Qualitative Meta-Phenomenological Foundation

This interdisciplinary project develops a Meta-Phenomenological Taxonomy of intensive gaming to explore its health impacts and cultural significance through longitudinal qualitative research across three countries.

Subsidie
€ 1.986.991
2022

Projectdetails

Introduction

Videogames have become one of the most prevalent forms of cultural production around the world. While their role in teaching and physical culture (“esports”) keeps growing, the health debates on videogame play, or gaming, culminated in 2019 with the World Health Organization’s historical decision to add “gaming disorder” to the International Classification of Diseases.

Cultural Impact

This made gaming, next to gambling, the first and only cultural product with a diagnostic category of addictive use. The above echoes a greater conflict between culture and human development: how can science address potential problems in intensive technology use, when intensive use is also globally integrated into healthy everyday living?

Research Framework

To build a foundation for answering this question, I pursue a Meta-Phenomenological Taxonomy of intensive gaming on three levels of lived experience:

  1. Play
  2. Health
  3. Design interaction

The taxonomy is “meta-phenomenological” in the sense that it is structured on the experiences of intensively gaming individuals. These experiences surface in distinct sociocultural contexts in interaction with specific videogame designs, which are the studied meta-areas.

Project Design

This interdisciplinary project is cross-cultural, longitudinal, and qualitative. Participants with and without health problems (n=240) will be followed for three years in South Korea, Slovakia, and Finland.

Methodology

In collaboration with clinical experts, phenomenological interviews are carried out with diaries that include gaming activity logs. The design structures of the videogames in the participants’ lives are analyzed to map out the phenomenological forest of health and play with specific design interactions.

Outcomes

The elements are refined into a taxonomy that not only serves as a new foundation for “gaming disorders” but also situates such instances in the colorful spectrum of diverse lives and designs at large—providing grounds for sustainable future theory development at the intersection of health, culture, and design.

Financiële details & Tijdlijn

Financiële details

Subsidiebedrag€ 1.986.991
Totale projectbegroting€ 1.986.991

Tijdlijn

Startdatum1-6-2022
Einddatum31-5-2027
Subsidiejaar2022

Partners & Locaties

Projectpartners

  • JYVASKYLAN YLIOPISTOpenvoerder

Land(en)

Finland

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