59 research outputs found

    Understanding motivational factors of problematic video gaming in the USMC and US Navy

    Get PDF
    Prepared for: Manpower and Reserve Affairs (M&RA), Headquarters Marine Corps (HQMC) and the Office of the Chief of Naval Operations/21st Century Sailor Office (OPNAV/N17). This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). NRP Project ID: NPS-21-M035-A.The overarching aim of the study was to assess attributes and aspects of video gaming 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 ~7.5% for Marines to ~22.5% for Sailors. Respondents consisted of 86 Sailors and 927 Marines (age MD=24 years, 92.4% males, 84.2% enlisted). From the 1,013 ADSMs, 91.6% reported playing video games (VGs) (age MD=23 years, 94.3% males, 86.1% enlisted). The information provided in the Marine focus groups along with the survey data of both Marines and Sailors suggest that video gaming is highly prevalent in the military. Many ADSMs began playing video games at 7 or 8 years of age. In general, self-identified gamers used problem-focused and emotion-focused coping styles more frequently than dysfunctional coping styles. Recreation was the most frequently reported motivational dimension for playing VGs, followed by coping with stress. Respondents reported playing VGs at home/off duty more often than when on duty or when underway/deployed. Sailors seem to be more consistent than Marines in their gaming habits. Depending on the setting, gamers reported playing VGs on average 3.75-6 days in a typical week for ~2-3 hours/day. Gamers reported playing VGs generally later in the day (i.e., after work and before bedtime) with 5% to 18% of gamers sleeping later due to VGs. Most gamers reported playing VGs in their racks or the mess decks/common areas when deployed/underway. Gamers reported symptoms of depression (~23% of ADSMs), generalized anxiety disorder (~19%), excessive daytime sleepiness (~33%), and AUDIT-C scores suggestive of heavy drinking (39%). Also, ~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, ~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.Naval Postgraduate SchoolNaval Research ProgramPE 0605853N/2098Approved for public release; distribution is unlimite

    A Dynamic Process Model for the Design and Assessment of Network Systems

    Get PDF
    Proceedings of the 2006 Command and Control Research and Technology Symposium, San Diego, CA June 2006.This paper won the Gary F. Wheatley Best Paper Award for the entire conference.Modern warfare has witnessed the proliferation of coalition efforts to contain terrorism. To be successful, these efforts rely upon the effective integration of human and technological agents. Typically, models and analyses of network centric warfare (NCW) focus on technological aspects of a system, eschewing the roles, contributions and decisions made by humans. The Dynamic Model of Situated Cognition (DMSC) emerged as an attempt to represent relationships between technology and humans in a system. The model has been applied in a variety of contexts: individual performance, military command and control, naval operations, human error in military mishaps, and, most recently, to modeling team behavior in complex organizations (Miller & Shattuck, 2004, 2005a, b; Shattuck & Miller, 2004, 2005; Miller, Shobe & Shattuck, 2005). During the 2004 CCRT Symposium, we introduced “A Process Model of Situated Cognition in Military Command and Control.” We have expanded and refined the model over the last two years and it continues to be well received. In this paper, we review these changes and extend the Dynamic Model of Situated Cognition to serve as an aid for system designers as they consider how individual and team behaviors emerge and interact with complex technology in a system context

    Understanding Motivational Factors of Problematic Video Gaming in the USMC and the US Navy

    Get PDF
    NPS NRP Executive SummaryA 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.HQMC Manpower and Reserve Affairs (M&RA)This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrpChief of Naval Operations (CNO)Approved for public release. Distribution is unlimited.

    Understanding Motivational Factors of Problematic Video Gaming in the USMC and the US Navy

    Get PDF
    NPS NRP Project PosterA 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.HQMC Manpower and Reserve Affairs (M&RA)This research is supported by funding from the Naval Postgraduate School, Naval Research Program (PE 0605853N/2098). https://nps.edu/nrpChief of Naval Operations (CNO)Approved for public release. Distribution is unlimited.

    Human Systems Integration in the Federal Government

    Get PDF
    Human Systems Integration principles and methods can be used to help integrate people, technology, and organizations in an effective and efficient manner. Over the past decade, a wide range of tools, techniques, and technologies have been developed by federal agencies to achieve significant cost and performance benefits. In this discussion, we will explore trends in military human systems integration and learn about the critical role being played by human performance and effectiveness research. We will also examine case studies on the planning and design of future human space flight vehicles, the national air space system and the first nuclear reactors to be built in the United States in over 30 years. And with an eye toward sustaining the discipline s principles and methods, we ll take a look at educating and training the next generation of human systems integration practitioners

    Extending the Dynamic Model of Situated Cognition to Submarine Command and Control

    Get PDF
    ABSTRACT A necessary step in the process of enhancing Sea Warrior performance is the ability to analyze performance via a comprehensive HumanSystem approach. Such an approach to Human -System performance has been espoused by researchers (Miller & Shattuck, 2004) in the study of military command and control. Citing the gap between the focus of analysis of human factors practitioners and systems analysts, Miller and Shattuck describe a dynamic model of situated cognition (DMSC) in which cognitive activities are based on the data which flow from the environment through the machine portions of a complex system. This approach overcomes the limitations of measures used to assess cognitive performance, such as some situational awareness (SA) metrics, that implicitly depict the activity as a state rather than a dynamic process. Moreover, by utilizing the DMSC, military accidents can be analyzed retrospectively to pinpoint root causes and identify ways to improve future performance. As an example, this paper applies the DMSC to two Naval submarine mishaps

    To be understood: Transitioning to adult life for people with Autism Spectrum Disorder

    Get PDF
    Introduction: The purpose of this study was to explore the viewpoints of parents of young people with Autism Spectrum Disorder (ASD) in relation to their child's transition to adulthood. Methods: Data were collected during four structured focus groups with 19 parents of young people with ASD with average to high intellectual capacities. Condensed meaning units were identified and checked during focus groups, and were subsequently linked to the International Classification of Functioning, Disability and Health (ICF). Results: Three major themes emerged: to be understood, to understand the world and to succeed. The ICF domains of activity and participation and environmental factors emerged as having the greatest potential to influence transition outcomes. Conclusions: Policies and services should focus on strengths to maximise participation in higher education, employment and independent living amongst young people with ASD. Interventions targeting environmental factors could be effective in improving participation in adult life. Person-centred and individualised approaches could further complement this approach supporting the transition to adulthood for people with ASD, ultimately improving outcomes in adulthood

    Combat Effectiveness and Sleep Patterns in US Marines

    Get PDF
    The article of record as published may be found at http://dx.doi.org/10.1177/1541931213601202The Habitability Assessment Test (HAT) was designed to evaluate whether Marines exposed to waterborne motion in an amphibious vehicle experience reductions in combat effectiveness. A total of 61 active duty Unites States Marines participated in a within-subjects, repeated measures, quasi-experimental design with counterbalancing to control for order of exposure to waterborne motion of one, two, or three hours. Dependent variables included wrist-worn actigraphy, Stanford Sleepiness Scale scores, marksmanship scores, obstacle course performance, and the switching task from the Automated Neuropsychological Assessment Metric (ANAM) battery. Results showed no statistically significant associations between sleep metrics and the mean radius of impact in the marksmanship test. In contrast, short sleep duration and elevated sleepiness were associated with worse (higher) completion times in the obstacle course. Elevated sleepiness was also associated with lower cognitive throughput, i.e., the number of correct responses per minute, as measured by the ANAM Switching Task. Increased sleep duration was associated with increased throughput, however the trend was not statistically significant. These results suggest that sleep-deprived Marines experienced poorer executive decision making as measured using the ANAM. In addition to showing decrements in combat effectiveness that are associated with their sleep patterns, the current study may provide an early indication of circadian scarring in these young Marines
    corecore