Understanding Motivational Factors of Problematic Video Gaming in the USMC and US Navy
Abstract
The overarching aim of the study was to assess attributes and aspects of videogaming in the United States Navy (USN) and Marine Corps (USMC). Data were collected from two USN surface ships (in port) and three commands of the USMC. Sailors completed a cross-sectional survey and a 10-day activity log. Marines completed the survey and participated in semi-structured focus groups. Response rates to the surveys ranged from approx. 7.5% for Marines to approx. 22.5% for Sailors. Respondents consisted of 86 Sailors and 927 Marines (age MD=24 years, 92.4% males, 84.2% enlisted). Gamers reported symptoms of depression (approx. 23% of ADSMs), generalized anxiety disorder (approx. 19%), excessive daytime sleepiness (approx. 33%), and AUDIT-C scores suggestive of heavy drinking (39%). Also, approx. 32% of gamers reported dissatisfaction with their life. More excessive gamers tended to be younger, used dysfunctional coping styles more frequently, and played video games more frequently and for more hours. Also, more excessive gamers were more likely to report sleeping later because of playing video games, and exhibited more symptoms of major depression, generalized anxiety, and excessive daytime sleepiness. Depending on the criterion used, the prevalence of disordered gaming in the study samples ranged from 0 to 4.85%. Of those who reported playing VGs, approx. 50% of Marines and 25% of Sailors were identified as problematic gamers. We developed several recommendations and action items, including suggestions for follow-on research.
Document Details
- Document Type
- Technical Report
- Publication Date
- Dec 01, 2021
- Accession Number
- AD1184037
Entities
People
- Darian Lawrence-Sidebottom
- Lawrence G. Shattuck
- Nina L. Shattuck
- Panagiotis Matsangas
- Zena Bowen
Organizations
- Naval Postgraduate School