15 research outputs found

    Pathological Gambling. Treatment and Personality Factors

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    A Latent Class Approach for Classifying the Problem and Disordered Gamers in a Group of Adolescence

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    Gaming disorder is not yet recognized as a formal psychiatric disorder, and consensus is still lacking in the field concerning the definition of gaming disorder and what methods should be used to measure it. In order to deal with methodological challenges related to previously suggested approaches, the aim of the present study was to develop an alternative assessment procedure for gaming disorder using a latent class cluster approach, and to compare the criterion validity of this procedure with existing assessment procedures. A representative sample of 3,000 adolescents (n = 1,500 female) aged 17.5 years was drawn from the National Registry, and 2,055 participants responded (yielding a response rate of 70.3%). The Gaming Addiction Scale for Adolescents was used to measure gaming disorder and measures of loneliness, anxiety, depression, and aggression were used to test criterion validity. A model with five Latent Class Clusters represented the best fit [BIC(LL) = 21,253,7; L^2 = 3,881,204; df = 1,978; Class. Err. = 0.1239]. The five different groups were labeled never symptoms (46.2%), rarely symptoms (22.3%), occasionally symptoms (23.5%), problem gamers (6.9%), and disordered gamers (1.2%). The groups displayed different probabilities of responses (never/rarely/sometimes/often/very often) to the seven Gaming Addiction Scale items. Regarding criterion validity, MANOVA revealed a significant overall main effect of latent classes [F_(20, 6359) = 13.50, p < 0.001; Wilks Lambda = 0.871]. All dependent variables (loneliness, depression, anxiety, verbal, and physical aggression) reached statistical significance when results from the dependent variables were considered separately. Comparing the present approach with previous suggested classifications of gaming addiction offered by Lemmens et al. and Charlton and Danforth, the present approach showed greater specificity in terms of number of classes identified. We conclude that the Latent Class approach identifying five different groups of gamers offers a more refined view on addiction compared to previous assessment procedures.publishedVersio

    A Latent Class Approach for Classifying the Problem and Disordered Gamers in a Group of Adolescence

    Get PDF
    Gaming disorder is not yet recognized as a formal psychiatric disorder, and consensus is still lacking in the field concerning the definition of gaming disorder and what methods should be used to measure it. In order to deal with methodological challenges related to previously suggested approaches, the aim of the present study was to develop an alternative assessment procedure for gaming disorder using a latent class cluster approach, and to compare the criterion validity of this procedure with existing assessment procedures. A representative sample of 3,000 adolescents (n = 1,500 female) aged 17.5 years was drawn from the National Registry, and 2,055 participants responded (yielding a response rate of 70.3%). The Gaming Addiction Scale for Adolescents was used to measure gaming disorder and measures of loneliness, anxiety, depression, and aggression were used to test criterion validity. A model with five Latent Class Clusters represented the best fit [BIC(LL) = 21,253,7; L^2 = 3,881,204; df = 1,978; Class. Err. = 0.1239]. The five different groups were labeled never symptoms (46.2%), rarely symptoms (22.3%), occasionally symptoms (23.5%), problem gamers (6.9%), and disordered gamers (1.2%). The groups displayed different probabilities of responses (never/rarely/sometimes/often/very often) to the seven Gaming Addiction Scale items. Regarding criterion validity, MANOVA revealed a significant overall main effect of latent classes [F_(20, 6359) = 13.50, p < 0.001; Wilks Lambda = 0.871]. All dependent variables (loneliness, depression, anxiety, verbal, and physical aggression) reached statistical significance when results from the dependent variables were considered separately. Comparing the present approach with previous suggested classifications of gaming addiction offered by Lemmens et al. and Charlton and Danforth, the present approach showed greater specificity in terms of number of classes identified. We conclude that the Latent Class approach identifying five different groups of gamers offers a more refined view on addiction compared to previous assessment procedures

    Attitudes toward gambling among adolescents

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    It is well documented that attitudes toward gambling are a good predictor of problem gambling during adolescence. However, so far, little is known about what factors are associated with adolescents' gambling attitudes. This study used cross-sectional data (N = 2055, response rate 70.4%) from a representative sample of 17-year-olds in Norway to investigate the relationship between demographic, personality, motivational and social variables and gambling attitudes. Overall, adolescents' attitudes toward gambling were slightly negative. A multivariate analysis revealed that more favourable attitudes toward gambling were most strongly associated with family/peer approval of gambling. In addition, significant associations were found for gender (males more favourable); Sensation Seeking (positive association); Agreeableness (negative association); and family/peer gambling history (positive association for lifetime gambling, negative association for problematic gambling). Although a variety of individual-level and social factors are associated with more favourable attitudes toward gambling, it appears that family and peer approval of gambling are most important

    Gaming in the Military: A Longitudinal Study of Changes in Gaming Behavior Among Conscripts During Military Service and Associated Risk Factors

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    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

    Perception of specific military skills – the impact of perfectionism and self-efficacy

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    We investigated the development of specific military skills in Norwegian cadets during the three-year military academy training as well as the impact of perfectionism and self-efficacy on the development of these skills. Latent growth-curve models were performed with perfectionism as a time-invariant predictor and with self-efficacy as a time-varying predictor. There were significant increases in the Individual Coping Capacity (ICC) and Cooperation in Difficult Situations (CDS) subscales but not in the Motivation to Achievement (MA) subscale. The initial skill levels were not related to the growth of the skills. Both adaptive and maladaptive perfectionism predicted initial values of ICC and CDS, explaining 5% of the variance in the initial ICC levels and 12% of the variance in the initial CDS levels. Perfectionism variables did not explain the development of the three types of military skills over time. Moreover, self-efficacy significantly predicted ICC at all time points and CDS and MA at all time points except at T3. We therefore concluded that cadets with high adaptive perfectionism scores are likely to have higher initial skill levels and that self-efficacious cadets are expected to show a greater development of military skills during military academy training

    Predictors of gaming behavior among military peacekeepers – exploring the role of boredom and loneliness in relation to gaming problems

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    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

    Perception of specific military skills – the impact of perfectionism and self-efficacy

    Get PDF
    We investigated the development of specific military skills in Norwegian cadets during the three-year military academy training as well as the impact of perfectionism and self-efficacy on the development of these skills. Latent growth-curve models were performed with perfectionism as a time-invariant predictor and with self-efficacy as a time-varying predictor. There were significant increases in the Individual Coping Capacity (ICC) and Cooperation in Difficult Situations (CDS) subscales but not in the Motivation to Achievement (MA) subscale. The initial skill levels were not related to the growth of the skills. Both adaptive and maladaptive perfectionism predicted initial values of ICC and CDS, explaining 5% of the variance in the initial ICC levels and 12% of the variance in the initial CDS levels. Perfectionism variables did not explain the development of the three types of military skills over time. Moreover, self-efficacy significantly predicted ICC at all time points and CDS and MA at all time points except at T3. We therefore concluded that cadets with high adaptive perfectionism scores are likely to have higher initial skill levels and that self-efficacious cadets are expected to show a greater development of military skills during military academy training.publishedVersionSeksjon for kroppsøving og pedagogikk / Department of Physical Educatio
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