Understanding Motivational Factors of Problematic Video Gaming in the USMC and the US Navy
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Authors
Matsangas, Panagiotis
Shattuck, Nita L.
Shattuck, Lawrence G.
Lawrence-Sidebottom, Darian
Advisors
Second Readers
Subjects
Problematic video gaming
Video Game
addictive behaviors
psychological functioning
Video Game
addictive behaviors
psychological functioning
Date of Issue
2021
Date
2021
Publisher
Monterey, CA; Naval Postgraduate School
Language
Abstract
A significant percentage of active duty service members (ADSMs) spends free time playing video games. This recreational activity is not unexpected given the relatively young age of many ADSMs and the prevalence of video gaming in the US population. The military operational environment, however, is characterized by high levels of occupational stress and poor sleep conditions which can result in increased risk of depression, anxiety, and sleep disorders. In such conditions, video games may be a strategy for coping with stress. In contrast, excessive video gaming can become problematic because it has the potential to affect well-being and behavior. For example, excessive video gaming is associated with high stress levels (Milani et al., 2018), lower psychosocial well-being and psychological functioning (von der Heiden et al., 2019), loneliness and depression (Lemmens et al., 2011), and delinquency and aggressive behavior (Milani et al., 2018; Engelhardt et al., 2011; Ewoldsen et al., 2012). Video gaming may also interfere with sleep when gamers stay up late playing video games instead of sleeping (Matsangas, Shattuck, & Saitzyk, 2020). In extreme cases, video gaming can become an addiction. In the scientific literature, Internet Gaming Disorder (IGD) is associated with poor emotion regulation, impaired prefrontal cortex functioning and cognitive control, poor working memory and decision-making capabilities, and a neuronal deficiency similar to substance-related addictions (Kuss et al., 2018). Given its potential negative impact on individual and team performance, we propose to assess problematic video gaming in two samples: US Marine Corps personnel and US Navy sailors. Based on surveys and focus groups, the research approach will be tailored for the needs of each service. Data will be collected from personnel in up to three USMC commands, whereas data from USN sailors will be collected on two ships, one in port and one underway. The study will focus on assessing the prevalence and extent of playing video games, identify factors associated with this activity, address whether Marines and Sailors are using gaming as a maladaptive coping mechanism, and provide appropriate recommendations.
Type
Report
Description
NPS NRP Executive Summary
Series/Report No
Department
Operations Research
Organization
Identifiers
NPS Report Number
Sponsors
HQMC Manpower and Reserve Affairs (M&RA)
Funding
This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrp
Chief of Naval Operations (CNO)
Chief of Naval Operations (CNO)
Format
Citation
Distribution Statement
Approved for public release. Distribution is unlimited.
Rights
This publication is a work of the U.S. Government as defined in Title 17, United States Code, Section 101. Copyright protection is not available for this work in the United States.
