| Literature DB >> 34305660 |
Olav Kjellevold Olsen1,2, Ståle Pallesen1, Helga Myrseth3.
Abstract
A central task in military leadership is to take care of one's followers, which presupposes knowledge about relevant risk factors. Very little research has focused on the risks of developing problematic gaming behavior during military service. The present study tries to bridge this gap by assessing prevalence rates and associated risk factors of problem gaming in a sample of Norwegian conscripts across two time-points: at the beginning and end of duty. The sample comprised 2,555 individuals aged 18-24 years. A total of 1,017 (39.8%) completed the questionnaire at Time 1, ~1 month after starting the military service. Respondents who completed the first wave, at enrollment, were invited to participate in wave two, after completing their service. At Time 2, 259 (25.5%) participants responded. The prevalence rates of gaming addiction were 0.5% at Time 1 and 4.6% at Time 2, while problem gaming use was reported by 4.8% of the sample at Time 1 and 8.1% of the sample at Time 2. Paired sample t-tests revealed an overall significant increase in the mean scores on the Gaming Addiction Scale from T1 (M = 0.86, SD = 1.35) to T2 (M = 1.31, SD = 2.14), t = -2.40, p < 0.05. According to the reliable change index, 17.1% of the sample showed a reliable negative change, whereas 8.3% exhibited a reliable positive change in gaming addiction scores. However, no psychological variables measured at T1 (loneliness, boredom proneness-Internal, boredom proneness-External, anxiety, depression, game addiction, and time spent gaming) were related to attrition (from T1 to T2), or worsening of game addiction, while a positive relationship was observed between boredom proneness-External and reduced gaming addiction from T1 to T2. In sum, we observed a tendency toward a negative change in gaming behaviors during military service which may complicate the soldiers' reintegration into civilian life after their service. More research is needed to assess potential gaming problems in the Military.Entities:
Keywords: conscripts; gaming addiction; leadership; longitudinal; military; prevalence; problem gaming
Year: 2021 PMID: 34305660 PMCID: PMC8298751 DOI: 10.3389/fpsyt.2021.591038
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Demographic characteristics of the sample.
| Gender | Male | 80.3 | 82.8 | ||
| Female | 19.7 | 17.2 | |||
| Age | 19.45 (1.01) | ||||
| Marital status | Partner | 22.7 | |||
| Not partner | 77.3 | ||||
| Military division | Navy | 34.7 | |||
| Army | 29.1 | ||||
| Airforce | 27.8 | ||||
| King's Guard/Home Guard | 8.3 | ||||
| Education | Elementary school (10 years) | 1.7 | |||
| High school (13 years) | 96.0 | ||||
| Lower University/college degree | 2.0 | ||||
| Higher university/college degree | 0.3 | ||||
| Gaming | Participated in gaming last 6 months | 84.0 | 79.1 | ||
| Weekly gaming | Number of hours | 11.6 (13.6) | 10.4 (10.3) | ||
| Problem gaming awareness | I think I play too much | 5.9 | 5.9 | ||
| I think I have problem with gaming | 1.1 | 0 | |||
| My partner is worried | 4.1 | 1.5 | |||
| Service accomplishment | Completed service (>320 days) | 77.5 | |||
| Quit before end of service due to gaming problems | 0.4 | ||||
| Quit before end of service due to other reasons | 22.1 | ||||
Regression analysis results where loneliness, boredom proneness-I, boredom proneness-E, anxiety, depression, and game addiction scores at T1 are regressed on participation at T2 (yes = 0, no = 1).
| Loneliness | 1.00 | 0.95–1.05 | 0.883 |
| Boredom proneness-I | 0.99 | 0.96–1.02 | 0.429 |
| Boredom proneness-E | 1.01 | 0.98–1.03 | 0.679 |
| Anxiety | 1.19 | 0.96–1.48 | 0.118 |
| Depression | 0.98 | 0.86–1.12 | 0.762 |
| Game Addiction | 0.96 | 0.84–1.10 | 0.542 |
| Time spent gaming | 1.01 | 1.00–1.02 | 0.214 |
N = 979.
OR, odds ratio; 95% CI, 95% confidence interval; p, probability; Boredom proneness-I, boredom proneness—lack of internal stimulation; Boredom proneness-E, boredom proneness—lack of external stimulation.
Prevalence rates for gaming problems in the population of gamers and in the total sample.
| Non-gamer | 15.9% | 21.7% | ||
| Normal gamer | 94.2% | 78.8% | 83.7% | 65.6% |
| Problem gamer | 5.2% | 4.8% | 10.3% | 8.1% |
| Addicted gamer | 0.6% | 0.5% | 5.9% | 4.6% |
Multinomial regression analysis summary for loneliness, boredom proneness-I, boredom proneness-E, anxiety, and depression at T1 predicting worsening or improvement game addiction symptoms from T1 to T2 (significant findings are shown in bold).
| Loneliness | 0.95 | 0.84–1.06 | 0.345 | 1.06 | 0.96–1.18 | 0.277 |
| BPS-internal stimulation | 1.04 | 0.97–1.11 | 0.254 | 1.01 | 0.94–1.08 | 0.854 |
| BPS-external stimulation | 1.05 | 0.99–1.11 | 0.121 | |||
| Anxiety | 1.17 | 0.71–1.94 | 0.532 | 1.11 | 0.70–1.76 | 0.652 |
| Depression | 0.91 | 0.68–1.22 | 0.515 | 1.07 | 0.83–1.38 | 0.616 |
No change comprised the reference category.
BPS, boredom proneness; OR, odds ratio; 95% CI, 95% confidence interval; p, probability.
Multinomial regression analysis summary for loneliness, boredom proneness-I, boredom proneness-E, anxiety, and depression at T1 predicting increase or decrease in time spent gaming from T1 to T2 (significant findings are shown in bold).
| Loneliness | 0.92 | 0.82–1.04 | 0.168 | 0.91 | 0.81–1.02 | 0.112 |
| BPS-internal stimulation | 1.06 | 0.99–1.14 | 0.110 | |||
| BPS-external stimulation | 1.04 | 0.97–1.11 | 0.278 | |||
| Anxiety | 0.88 | 0.51–1.51 | 0.639 | 1.12 | 0.68–1.85 | 0.654 |
| Depression | 0.93 | 0.68–1.26 | 0.620 | 0.99 | 0.73–1.33 | 0.940 |
No change comprised the reference category.
BPS, boredom proneness; OR, odds ratio; 95% CI, 95% confidence interval; p, probability.