Daniel Kardefelt-Winther

Daniel Kardefelt-Winther
UNICEF · Office of Research

PhD

About

29
Publications
40,733
Reads
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3,301
Citations
Citations since 2016
20 Research Items
3184 Citations
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Introduction
I hold a PhD from the London School of Economics and a post-doc at Karolinska Institutet. I work at UNICEF's Office of Research where I lead the research programme on Children & Digital Technology, including the Global Kids Online project (http://www.globalkidsonline.net). Data has been collected from more than 16,000 children and 12,000 parents across 4 continents. My research interests are child rights, gaming, behavioral addiction and the broader impacts of digital technology on children and society.
Additional affiliations
October 2010 - October 2014
The London School of Economics and Political Science
Position
  • PhD

Publications

Publications (29)
Article
Full-text available
Based on an evidence-focused literature review, the first part of this paper examines existing knowledge on how the time children spend using digital technology impacts their well-being across three dimensions; mental/psychological, social and physical. The evidence reviewed here is largely inconclusive with respect to impact on children’s physical...
Article
Full-text available
Following the recent changes to the diagnostic category for addictive disorders in DSM-5, it is urgent to clarify what constitutes behavioural addiction to have a clear direction for future research and classification. However, in the years following the release of DSM-5, an expanding body of research has increasingly classified engagement in a wide...
Article
Full-text available
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research b...
Article
Full-text available
The inclusion of assessment criteria for internet gaming disorder in the DSM-5 appendix means that research in this area is likely to increase. However, a standardized assessment instrument is contingent on identifying criteria that adequately captures the phenomenon. I argue in this article that issues with the proposed criteria are consistently o...
Article
Full-text available
Internet addiction is a rapidly growing field of research, receiving attention from researchers, journalists and policy makers. Despite much empirical data being collected and analyzed clear results and conclusions are surprisingly absent. This paper argues that conceptual issues and methodological shortcomings surrounding internet addiction resear...
Chapter
and Keywords This chapter focuses on the history of four important types of digital technology, includ ing the Internet, digital games (all types of games played electronically), virtual reality, and smartphones (particularly smartphone apps). The authors present a varied and bal anced view of different digital technologies, introducing their histo...
Article
Background: Evidence on whether the amount of time children spend online affects their mental health is mixed. There may be both benefits and risks. Yet, almost all published research on this topic is from high-income countries. This paper presents new findings across four countries of varying wealth. Methods: We analyse data gathered through th...
Book
Full-text available
In understanding and promoting positive outcomes for children’s internet use, media and information literacies play a crucial mediating role, by enabling opportunities to learn, create, express oneself and participate, and by facilitating coping and building resilience. This chapter explains the approach taken by Global Kids Online (GKO), a multina...
Chapter
Full-text available
Digital technologies, including video games, are the cause of much concern and much optimism. Many parents are concerned by reports in the popular press about the concept of video game addiction. This chapter aims to critically examine some of the most prolific concerns surrounding the concept of video game addiction and provide a discussion of the...
Article
Full-text available
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for “borrowing” criteria related to substance addiction, as this might result in misclassifying highly involved gamers as having a disorder. In this paper, we took a person-centered statistical approach to group adolescent gamers by levels of addiction-related sym...
Preprint
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and se...
Article
Full-text available
We greatly appreciate the care and thought that is evident in the ten commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games isrelated to life problems. We believe that understanding this population and the nature and sev...
Book
Full-text available
This case presents the Global Kids Online research model, revealing the challenges of researching children’s internet and mobile use in a global context, and providing practical methodological solutions. With most available research conducted in the global North while most growth in the population of young internet users is occurring in the global...
Article
Full-text available
The paper by Kuss, Griffiths, and Pontes (2016) titled "Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field" examines issues relating to the concept of Internet Gaming Disorder. We agree that there are serious issues and extend their arguments by suggesting that the fiel...
Article
Objective: The aim of this study was to further investigate the relationship between internet addiction and substance use disorder by exploring the prevalence of internet addiction among patients in a substance use disorder treatment clinic and to investigate the frequency with which internet addiction co-occurs with other psychiatric disorders in...
Preprint
Full-text available
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research b...
Article
Drawing on an ongoing international research project, Global Kids Online, this article examines the theoretical and methodological challenges of conducting global research on children’s rights in the digital age at a time of intense socio-technological change and contested policy development. Arguing in favour of critically rethinking existing rese...
Article
This paper problematizes the tendency to study internet use disorders from a perspective of addiction. It is argued that an addiction perspective, grounded in our understanding of substance use disorders, has not contributed much to an improved understanding of the antecedents and etiology of internet use disorders. Despite this, researchers contin...
Presentation
Full-text available
Note that this is the presentation that accompanies our forthcoming article (2018) ”When addiction symptoms and problems diverge: A latent class analysis of problematic gaming in a representative multinational sample of European adolescents”. The article has undergone name changes but this presentation and the article are based on the same latent c...
Article
Full-text available
This commentary paper critically discusses the recent debate paper by Petry et al. (2014) that argued there was now an international consensus for assessing Internet Gaming Disorder (IGD). Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not...
Article
Full-text available
Background and Aims: This commentary is written in response to a paper by Billieux, Schimmenti, Khazaal, Maur-age and Hereen (2015) published in the Journal of Behavioral Addictions. Methods: It supports and extends the arguments by Billieux, Schimmenti et al. (2015): that the study of behavioral addictions too often rests on atheoreti-cal and conf...
Thesis
Full-text available
Excessive internet use and its problematic outcomes is a growing focus of research, receiving attention from academics, journalists, health workers, policymakers and the public. However, surprisingly little has yet been accomplished in terms of understanding the causes and consequences of this phenomenon. I argue that this is due to the framing of...
Article
This study problematizes the common methodology in studies on excessive internet use where psychological characteristics are sought as unique predictors of negative outcomes. It suggests that some predictors may be significant only by virtue of being examined in isolation. In an attempt to add to this methodology the present study explored motivati...

Network

Cited By

Projects

Projects (3)
Project
The Disrupting Harm project was established to generate high-quality evidence on technology-facilitated sexual exploitation and abuse of children. It is a 13-country research project conducted in partnership between ECPAT International, Unicef Office of Research - Innocenti and INTERPOL. It is funded by the Global Partnership to End Violence against Children. Country Reports can be found here: https://www.end-violence.org/disrupting-harm
Project
The Adolescent Research Programme is advancing global understandings of adolescent well-being in selected countries and themes by defining the drivers of well-being outcomes (causes and consequences) and examining effective policy and programme interventions (what works). More here: https://www.unicef-irc.org/research/adolescent-wellbeing/
Project
The Global Kids Online project was established by UNICEF Office of Research - Innocenti in partnership with London School of Economics and the EU Kids Online network. The purpose is to gather rigorous cross-national evidence on the risks that children encounter on the internet, and also the opportunities for social connection, entertainment, learning, participation, creativity, and expression of identity. The project aims to advance understanding of whether and how the internet amplifies the risks of harm to children and how to optimise digital opportunities that contribute to children’s well-being. Focusing especially on countries in the global South, it works to inform policy makers and stakeholders nationally and internationally. The project currently involves qualitative and quantitative research in 8 countries on 4 continents and is rapidly expanding.