Publications

ORE's 5-year plan has in-principle acceptance at PCI Registered Reports

Zoltan Dienes (2023) How can the experiences of those who engage in video games in healthy and unhealthy ways be systematically organised? Peer Community in Registered Reports. https://rr.peercommunityin.org/articles/rec?id=322 

Publications:

Karhulahti, V. M. (2024). Vitality structures in ‘addictive’ game design. Open Research Europe, 4. https://doi.org/10.12688/openreseurope.17177.2 

Martončik, M., Karhulahti, V. M., Jin, Y., & Adamkovič, M. (2024). Psychological predictors of long-term esports success: A Registered Report. Collabra: Psychology, 10(1). https://doi.org/10.1525/collabra.117677 

Karhulahti, V. M. (2024). Interdisciplinary Value. Meta-Psychology, 8. https://doi.org/10.15626/MP.2023.3679 

Martončik, M., Adamkovič, M., & Ropovik, I. (2024). Network analysis of additional clinical features of (Internet) gaming disorder. International Journal of Methods in Psychiatric Research, 33(2). https://doi.org/10.1002/mpr.2021 

Martončik, M., Ropovik, I., & Adamkovič, M. (2024). Development of gaming disorder: Underlying risk factors and complex temporal dynamics. Computers in Human Behavior, 153(108112), 108112. https://doi.org/10.1016/j.chb.2023.108112 

Lukka, L., Karhulahti, V. M., Bergman, V. R., & Palva, J. M. (2024). Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO. Internet Interventions, 35, 100706. https://doi.org/10.1016/j.invent.2023.100706

Karhulahti, V. M., Branney, P., Siutila, M., & Syed, M. (2023). A Primer for Choosing, Designing and Evaluating Registered Reports for Qualitative Methods. Open Research Europe, 3(22), 22. https://doi.org/10.12688/openreseurope.15532.1 

Karhulahti, V.-M. (2023). Rekisteröidyt tutkimusraportit Suomen psykologiakentällä [in Finnish]. Psykologia, 58(4-6), 346-351. http://urn.fi/URN:NBN:fi:jyu-202402161920 

Ropovik, I., Martončik, M., Babinčák, P., Baník, G., Vargová, L., & Adamkovič, M. (2023). Risk and protective factors for (internet) gaming disorder: A meta-analysis of pre-COVID studies. Addictive Behaviors, 139, 107590. https://doi.org/10.1016/j.addbeh.2022.107590 

Lukka, L., Karhulahti, V. M., & Palva, J. M. (2023). Factors affecting Digital tool use in client interaction according to mental health professionals: interview study. JMIR Human Factors, 10, e44681. https://doi.org/10.2196/44681 

Karhulahti, V. M., Behm, S., & Lukka, L. (2023). Why do adults seek treatment for gaming (disorder)? A qualitative study. Humanities and Social Sciences Communications, 10(1). https://doi.org/10.1057/s41599-023-01775-y 

Adamkovič, M., Martončik, M., Karhulahti, V. M., & Ropovik, I. (2023). Network structures of internet gaming disorder and gaming disorder: Symptom operationalization causes variation. Psychology of Addictive Behaviors. https://doi.org/10.1037/adb0000960 

Karhulahti, V. M., Siutila, M., Vahlo, J., & Koskimaa, R. (2023). Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report. Peer Community Journal (e83) https://peercommunityjournal.org/articles/10.24072/pcjournal.313/

Voikar, V., Casarotto, P., Glerean, E., Laakso, K., Saurio, K., Karhulahti, V. M., & Scherer, A. (2023). The Finnish Reproducibility Network (FIRN): A national bottom-up approach to scientific integrity in a global context. Journal for Reproducibility in Neuroscience. 5(1), e47. https://doi.org/10.36850/jrn.2023.e47

Lukka, L., Salonen, A., Vesterinen, M., Karhulahti, V. M., Palva, S., & Palva, J. M. (2023). The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study. BMC Digital Health, 1(1), 37. https://doi.org/10.1186/s44247-023-00037-w 

Karhulahti, V.-M., Vahlo, J., Munukka, M., Koskimaa, R., & Bonsdorff, M. V. (2023). Videopelaamisen, työkyvyn ja työstä palautumisen suhde : kansallisesti edustava rekisteröity tutkimusraportti [in Finnish]. Psykologia, 58(2), 130-145. http://urn.fi/URN:NBN:fi:jyu-202310246624 

Karhulahti, V.M. (2022) Reasons for Qualitative Psychologists to Share Human Data. British Journal of Social Psychology. https://doi.org/10.1111/bjso 

Karhulahti, V. M., Siutila, M., Vahlo, J., & Koskimaa, R. (2022). Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report. Collabra: Psychology, 8(1), 38819. https://doi.org/10.1525/collabra.38819 

Karhulahti, V. M., Adamkovič, M., Vahlo, J., Martončik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2022). Reply to Billieux and Fournier (2022): Collaborative Shortcut to Ontological Diversity. Addiction Research & Theory. https://doi.org/10.1080/16066359.2022.2160448 

Karhulahti, V. M., Vahlo, J., Martončik, M., Munukka, M., Koskimaa, R., & von Bonsdorff, M. (2022). Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report. Addiction Research & Theory. https://doi.org/10.1080/16066359.2022.2115033 


Presentations

Karhulahti, V. (11.11.2024) The State of Gaming Disorder (invited lecture). Games Now! Finland. https://www.twitch.tv/videos/2299479020 

Karhulahti, V. (1.11. 2024) Digipelaamisen kulttuurit [Cultures of Gaming]. Finnish Psychiatric Assocation, Annual Conference (invited lecture). Finland.

Karhulahti, V. (17.10. 2024) Praxeology: a philosophy for open science (invited lecture). School of Psychology, University of Sussex, UK. 

Karhulahti, V. (16.10. 2024) Gaming disorder: the making of constructs (invited lecture). School of Electronic Engineering and Computer Science, Queen Mary University of London, UK.

Karhulahti, V. (11.10. 2024) RR-tutkimuksen lyhyt historia [The short history of registered reports research]. Tiedejulkaisemisen päivät (invited talk). Univeristy of Oulu, Finland.

Auranen, T. (10-11.6.2024) Sustaining adolescent participants' engagement in longitudinal research – insights from a well-being study with gaming adolescents. Contemplating Qualitative Longitudinal Research: Temporalities, Theories and Methods, Finland. https://www.funore.org/qlr-conference-2024/ 

Jin, Y. (24. 5. 2024). 게임과학연구의 학제간 연구와 오픈사이언스 접근. 한국게임법과정책학회 공동학술대회/제20회 정기 학술대회.  [Interdisciplinary research and open science approaches to game science. Korean Game Law and Policy Association Joint Academic Conference.] South Korea.

Karhulahti, V. (17-19.6. 2024) I was quit when I came in here, and I'm twice as quit now: a positive academic utopia (keynote). Imagining Possible Futures Conference, Finland. https://www.jyu.fi/en/events/imagining-possible-futures-2024 

Adamkovič, M. et al. (10-12, 6. 2024). Wellbeing and Digital Games: Call for Collaborators from Africa (and beyond) (poster). SIPS Conference ’24, Kenya. https://www.improvingpsych.org/SIPS2024/ 

Karhulahti, V. et al (10-12, 6. 2024) Objectivity in Science? Hosted unconference. SIPS Conference '24, Kenya. https://www.improvingpsych.org/SIPS2024/ 

Kauraoja, V. (17-19.6. 2024) Collaborative ethnography in identification and analysis of game design structures. Imagining Possible Futures Conference, Finland. https://www.jyu.fi/en/events/imagining-possible-futures-2024 

Karhulahti, V. (22-24.3. 2024) Reconstructing Gaming Disorder. Pixelated Perspectives: On the Light and Dark Side of Gaming, Poland.

Kauraoja, V. (22-24.3. 2024) Identifying vitality structures of game design through ethnography. Pixelated Perspectives: On the Light and Dark Side of Gaming, Poland.

Karhulahti, V. (3-4.6. 2024) Centre of Finnish Registered Reports [in Finnish] (invited talk) Open Science and Research Summer Conference, Finland. https://avointiede.fi/en/events/open-science-and-research-summer-conference-2024 

Adamkovič, M. (5.-6.2.2024). Princípy otvorenej vedy (nielen) v kvalitatívnom výskume [Open science principles (not only) in qualitative research] (keynote). QAK 2024: Nové horizonty kvalitatívneho výskumu. Slovakia.

Karhulahti, V. (21-24.5. 2024) Best Future of Esports Research: Meaningful Interdisciplinary Science (keynote). Academic Esports Conference, Norway. https://academicesports.net 

Martončik, M. & Adamkovič, M. (22.-23.9.2023). Ontologická rekonštrukcia poruchy v dôsledku hrania digitálnych hier [Ontological reconstruction of gaming disorder]. 16. slovenská a 62. česko-slovenská AT konferencia [16th Slovak and 62nd Czech-Slovak AT conference]. Slovakia.

Jin, Y. & Adamkovič, M. (19-23.6. 2023). Scoping Review of South Korean Esports Research and Comparison to the Stakeholder Perception. DiGRA ’23 Conference, Spain.

Karhulahti, V. & Aarseth, E. (19-23.6. 2023) A Typology of Videogame Rewards (abstract presentation). DiGRA '23 Conference, Spain. http://digra.org:9998/DiGRA_2023_CR_3898.pdf 

Siutila, M., et al (19-23.6. 2023) Panel discussion: Gaming Disorder Around the World: Overview Through Six Continents. DiGRA '23 Conference, Spain. https://osf.io/np82c 

Karhulahti, V. (22-24.6. 2023) What Replicates, Anyway? Duplication in Psychological Science (abstract presentation). SIPS Conference ´23, Italy.  https://osf.io/xh9jt/ 

Auranen, T. (8-9.11.2023) Tyttöjen kokemuksia pelaamisesta ja näiden kytköksiä hyvinvointiin ja elämännäkymiin [Girls’ experiences of gaming and their connections to wellbeing and life prospects]. Nuorisotutkimuspäivät 2023 [Annual Conference of Youth Studies], Finland. https://nuorisotutkimus.fi/en/events-and-seminars/annual-conference-of-youth-studies/annual-conference-of-youth-studies2023/ 

Karhulahti, V. (23.3. 2023) Forms of Gaming and Related Problems among Adults [in Finnish] (keynote). Pelituki 10 Years Event, Finland. https://www.matara.fi/tapahtumakalenteri/yleinen/pelituki-10-seminaari 

Adamkovič, M. et al. (22.-24, 6. 2023). An Open Collaboration Call for Qualitative Duplication: Gaming (Disorder) in Underrepresented Countries (poster). SIPS Conference ’23, Italy. https://www.improvingpsych.org/SIPS2023/ 

Karhulahti, V. (31.8.-1.9. 2023) Sharing data via Finnish Social Science Data Archive [in Finnish] (invited talk). MethodsFestival Conference 2023, Finland. 

Adamkovič, M. (26.-27.1.2023). Registered reports v kvalitatívnom výskume [Registered reports in qualitative research]. QAK 2023: Punk v kvalitativním výzkumu aneb „Kvalita is not dead”. Czechia.

Karhulahti, V. (9.10. 2023) Reasons to Share Human Data. Part of the "Open Science and Qualitative Methods" panel at Research Methods e-Festival 2023. National Centre for Research Methods (international online conference). https://www.ncrm.ac.uk/training/RMeF2023/ 

Auranen, T. (3-4.11.2022). Making sense of adolescents’ meaning-making of video gaming through phenomenological interviews. Social Sustainability for Children and Families (SOSUS) seminar Families and Childhoods in Flux, Finland. https://www.jyu.fi/en/projects/social-sustainability-for-children-and-families-sosus 

Jin, Y. (17. 11. 2022). 게임이용장애의 존재론적 재구성 [Ontological reconstruction of gaming disorder].  게임문화심포지엄 [Game Culture Symposium]. South Korea.

Auranen, T. (9-10.11.2022) Making sense of adolescents’ sense-making of digital/video gaming through phenomenological interviews. Nuorisotutkimuspäivät 2022 [Annual Conference of Youth Studies], Finland. https://nuorisotutkimus.fi/en/events-and-seminars/annual-conference-of-youth-studies/xxi-annual-conference-of-youth-studies-2022/