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/