Predictors of Gaming Behavior among Military Peacekeepers – Exploring the Role of Boredom and Loneliness in Relation to Gaming Problems

Q2 Arts and Humanities
Helga Myrseth, Olav Kjellevold Olsen, Einar Kristian Borud, Leif Åge Strand
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引用次数: 9

Abstract

Abstract The aim of the current study was to explore gaming problems in post-deployment veterans and to investigate whether boredom and loneliness can predict levels of gaming problems. The general well-being of veterans post their deployments to war zones is linked to an array of negative health consequences, and veterans may be at risk for developing gaming problems after homecomings. Problems that may be related to engagement in gaming include coping with negative emotions, such as boredom and loneliness, which are often faced by homecoming veterans as well. The sample in this study comprised Afghanistan veterans (N = 246), with a mean age of 37.5 years (standard deviation = 9.6 years), and 8.8% of the veterans showed symptoms indicative of problem gaming. This is not higher than that found in the general adult population in Norway. Logistic regression analyses showed that boredom proneness (lack of internal stimulation) and enhancement motivation were independent significant predictors of gaming problems, after controlling for age, gender, coping motivation, social motivation, anxiety, depression, loneliness, lack of external stimulation, hazardous drinking, and combat exposure. These factors accounted for as much as 65.8% of the variance in gaming problem status. We conclude that veterans who are highly motivated by enhancement motives and score low on lack of internal stimulation may be prone to developing gaming problems.
军事维和人员的游戏行为预测因素-探索无聊和孤独在游戏问题中的作用
摘要本研究旨在探讨退伍军人的游戏问题,并探讨无聊感和孤独感是否能预测其游戏问题的程度。退伍军人被部署到战区后的总体健康状况与一系列负面健康后果有关,退伍军人在回家后可能会出现游戏问题。与游戏沉浸感相关的问题包括应对消极情绪,如无聊和孤独,这也是返乡老兵经常面临的问题。本研究的样本包括阿富汗退伍军人(N = 246),平均年龄为37.5岁(标准差= 9.6岁),8.8%的退伍军人表现出问题游戏的症状。这并不比挪威普通成年人的发病率高。Logistic回归分析显示,在控制了年龄、性别、应对动机、社交动机、焦虑、抑郁、孤独、缺乏外部刺激、危险饮酒和战斗暴露等因素后,无聊倾向(缺乏内部刺激)和增强动机是游戏问题的独立显著预测因子。这些因素占游戏问题状态差异的65.8%。我们的结论是,那些被增强动机所激励,而在缺乏内部刺激方面得分较低的老兵可能更容易出现游戏问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Journal of Slavic Military Studies
Journal of Slavic Military Studies Arts and Humanities-History
CiteScore
0.60
自引率
0.00%
发文量
11
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