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Jukka Vahlo

Biographic Data

ID6640670
NAMEJukka Vahlo
GIVEN NAMESJukka
FAMILY NAMEVahlo
SIGNATUREVAHLO J
AFFILIATIONSUniversity of Jyväskylä
ORCID0000-0001-5835-5945
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS1
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2022
H-INDEX1
  • Reply to Billieux and Fournier (2022)

    Open Access•Veli-Matti Karhulahti, Matúš Adamkovič et al.•ARTICLE•Addiction Research & Theory•2022

    Editorial

  • Ontological diversity in gaming disorder measurement

    Open Access•Veli-Matti Karhulahti, Jukka Vahlo et al.•ARTICLE•Addiction Research & Theory•2022

    Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate ho…

  • Challenge types in gaming validation of video game challenge inventory (CHA)

    Open Access•Jukka Vahlo, Veli-Matti Karhulahti•ARTICLE•International Journal of…•2020

    Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a soc…

  • Digital Game Dynamics Preferences and Player Types

    Open Access•Jukka Vahlo, Johanna K Kaakinen et al.•ARTICLE•Journal of Computer-Mediated…•2017•Cited by: 1•References: 4

    In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types…

  • Digital Game Dynamics Preferences and Player Types

    Open Access•Jukka Vahlo, Johanna K Kaakinen et al.•ARTICLE•Journal of Computer-Mediated…•2017•Cited by: 1•References: 4

    In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types…

  • Digital Game Dynamics Preferences and Player Types

    Open Access•Jukka Vahlo, Johanna K Kaakinen et al.•ARTICLE•Journal of Computer-Mediated…•2017•Cited by: 1•References: 4

    In this study, we examine digital game preferences by identifying game dynamics, i.e. player–game interaction modes, of 700 contemporary digital games, and players' (N = 1717) desire to play games with specific types of dynamics. Based on statistical analysis of the data, 5 game dynamics preference categories (“assault,” “manage,” “journey,” “care,” and “coordinate”) and 7 player types were revealed. The results show that identifying player types…

  • Challenge types in gaming validation of video game challenge inventory (CHA)

    Open Access•Jukka Vahlo, Veli-Matti Karhulahti•ARTICLE•International Journal of…•2020

    Challenge is a key motivation for videogame play. But what kind of challenge types videogames include, and which of them players prefer? This article helps to answer the above questions by developing and validating Videogame Challenge Inventory (CHA), a psychometrically sound measurement for investigating players’ challenge preferences in videogames. Based on a review of literature, we developed a 38-item version of CHA that was included in a soc…

  • Reply to Billieux and Fournier (2022)

    Open Access•Veli-Matti Karhulahti, Matúš Adamkovič et al.•ARTICLE•Addiction Research & Theory•2022

    Editorial

  • Ontological diversity in gaming disorder measurement

    Open Access•Veli-Matti Karhulahti, Jukka Vahlo et al.•ARTICLE•Addiction Research & Theory•2022

    Gaming-related health problems have been researched since the 1980s with numerous different ontologies as reference systems, from self-assessed ‘game addiction’ to ‘pathological gambling’ (in the Diagnostic and Statistical Manual of Mental Disorders [DSM]-IV), ‘internet gaming disorder’ (in the third section of the DSM-5) and most recently ‘gaming disorder’ (in the International Classification of Diseases [ICD]-11). Our goal was to investigate ho…

Psychology (4 works) · Computer Science (3 works) · Artificial Intelligence (2 works) · Digital Games and Media (2 works) · Digital Mental Health Interventions (2 works) · Diversity (politics (2 works) · Impact of Technology on Adolescents (2 works) · Social Psychology (2 works) · Sociology (2 works) · Anthropology (1 work)

Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae