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.
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:
- Play
- Health
- 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
Startdatum | 1-6-2022 |
Einddatum | 31-5-2027 |
Subsidiejaar | 2022 |
Partners & Locaties
Projectpartners
- JYVASKYLAN YLIOPISTOpenvoerder
Land(en)
Vergelijkbare projecten binnen European Research Council
Project | Regeling | Bedrag | Jaar | Actie |
---|---|---|---|---|
Data-driven market power in the production of addictionThe DATA-ADDICT project examines how online gambling industries leverage data-driven market power to influence consumers and regulation, aiming to develop theoretical insights and methods to combat harmful practices. | ERC Starting... | € 1.499.956 | 2025 | Details |
Tablet Games for Early Detection and Intervention of Developmental DyscalculiaDevelop a tablet-based gaming tool for early screening and rehabilitation of developmental dyscalculia, enhancing children's spatial-number association and tracking their mathematical skills over time. | ERC Proof of... | € 150.000 | 2024 | Details |
How Play Shaped the United States from New Media to Politics: Worlding America, 1503-2028WORLDING AMERICA investigates the role of play in shaping American identity and politics from 1503 to present, analyzing historical moments where play catalyzed political change across various media. | ERC Starting... | € 1.500.000 | 2025 | Details |
Mental illness, substance use, and cardiovascular disease: Unravelling causal relationshipsThis project aims to clarify the bidirectional relationships between serious mental illness and its comorbidities using innovative epidemiological methods to enhance prevention and treatment strategies. | ERC Starting... | € 1.500.000 | 2023 | Details |
Bidirectional Brain/Neural-Computer Interaction for Restoration of Mental HealthThis project aims to develop a portable neuromodulation system using quantum sensors and magnetic stimulation to precisely target brain oscillations for treating mental health disorders. | ERC Consolid... | € 1.999.875 | 2025 | Details |
Data-driven market power in the production of addiction
The DATA-ADDICT project examines how online gambling industries leverage data-driven market power to influence consumers and regulation, aiming to develop theoretical insights and methods to combat harmful practices.
Tablet Games for Early Detection and Intervention of Developmental Dyscalculia
Develop a tablet-based gaming tool for early screening and rehabilitation of developmental dyscalculia, enhancing children's spatial-number association and tracking their mathematical skills over time.
How Play Shaped the United States from New Media to Politics: Worlding America, 1503-2028
WORLDING AMERICA investigates the role of play in shaping American identity and politics from 1503 to present, analyzing historical moments where play catalyzed political change across various media.
Mental illness, substance use, and cardiovascular disease: Unravelling causal relationships
This project aims to clarify the bidirectional relationships between serious mental illness and its comorbidities using innovative epidemiological methods to enhance prevention and treatment strategies.
Bidirectional Brain/Neural-Computer Interaction for Restoration of Mental Health
This project aims to develop a portable neuromodulation system using quantum sensors and magnetic stimulation to precisely target brain oscillations for treating mental health disorders.
Vergelijkbare projecten uit andere regelingen
Project | Regeling | Bedrag | Jaar | Actie |
---|---|---|---|---|
Neurodivergentie analyse door serious gamingHet project onderzoekt het gebruik van biometrische data en observator vragenlijsten om neurodivergentie te identificeren tijdens een serious game, met als doel een analysemodel te ontwikkelen. | Mkb-innovati... | € 20.000 | 2022 | Details |
Project MITH2020 School for NinjaEen startup ontwikkelt een serious game op basis van Theory U om spelers te helpen bij stressklachten door middel van interventies zoals meditatie en bewustwording, met als doel zelfregie en participatie te bevorderen. | Mkb-innovati... | € 20.000 | 2020 | Details |
Haalbaarheidsonderzoek naar serious gaming tbv detectie en behandeling van dementieMobilea onderzoekt de haalbaarheid van een serious game voor vroege dementiedetectie en behandeling, met als doel een gefundeerd besluit over verdere ontwikkeling en commercialisering. | Mkb-innovati... | € 20.000 | 2021 | Details |
XR Game engineHet project ontwikkelt een XR game engine die conceptontwikkelaars in de zorg ondersteunt bij het integreren van AR, VR en fysieke objecten zonder technische kennis, om interactieve ervaringen te creëren. | Mkb-innovati... | € 20.000 | 2020 | Details |
Gamification op de TrueBikeHet project onderzoekt de haalbaarheid van het combineren van gamen met fietsen om mensen te motiveren meer te bewegen door fysieke inspanning te belonen in spelprogressie. | Mkb-innovati... | € 20.000 | 2021 | Details |
Neurodivergentie analyse door serious gaming
Het project onderzoekt het gebruik van biometrische data en observator vragenlijsten om neurodivergentie te identificeren tijdens een serious game, met als doel een analysemodel te ontwikkelen.
Project MITH2020 School for Ninja
Een startup ontwikkelt een serious game op basis van Theory U om spelers te helpen bij stressklachten door middel van interventies zoals meditatie en bewustwording, met als doel zelfregie en participatie te bevorderen.
Haalbaarheidsonderzoek naar serious gaming tbv detectie en behandeling van dementie
Mobilea onderzoekt de haalbaarheid van een serious game voor vroege dementiedetectie en behandeling, met als doel een gefundeerd besluit over verdere ontwikkeling en commercialisering.
XR Game engine
Het project ontwikkelt een XR game engine die conceptontwikkelaars in de zorg ondersteunt bij het integreren van AR, VR en fysieke objecten zonder technische kennis, om interactieve ervaringen te creëren.
Gamification op de TrueBike
Het project onderzoekt de haalbaarheid van het combineren van gamen met fietsen om mensen te motiveren meer te bewegen door fysieke inspanning te belonen in spelprogressie.