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1.
Front Psychiatry ; 12: 591038, 2021.
Article in English | MEDLINE | ID: mdl-34305660

ABSTRACT

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.

2.
Front Psychol ; 9: 2273, 2018.
Article in English | MEDLINE | ID: mdl-30542305

ABSTRACT

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; L2 = 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.

3.
Nordisk Alkohol Nark ; 35(5): 372-387, 2018 Oct.
Article in English | MEDLINE | ID: mdl-32934539

ABSTRACT

AIMS: To assess the prevalence and factors associated with stimulant and depressant pharmacological cognitive enhancement (PCE) drug use among Norwegian students. DESIGN: In the first wave (T1), 28,553 students were invited to participate, of whom 9370 (32.8%) responded and completed the survey (mean age = 24.9 years, 63.5% female). One year later (T2) those who had responded to some items at T1 were invited to participate in a follow-up survey, where 4783 (47.2%) responded and completed the survey (mean age = 24.8 years, 64.8% female). RESULTS: Lifetime prevalence of stimulant PCE drug use was 2.1% at T1 and 3.6% at T2. The lifetime prevalence of depressant PCE drug use was 1.5% at T1 and 3.3% at T2. Stimulant PCE drug use at T2 was predicted by low scores on agreeableness and anxiety, high scores on intellect/openness, and alcohol use, and stimulant and depressant PCE drug use at T1; while depressant PCE drug use at T2 was predicted by low scores on extroversion, high scores on conscientiousness, intellect/openness, and anxiety, and stimulant and depressant PCE drug use at T1. CONCLUSIONS: The rates of stimulant and depressant PCE drug use increased from T1 to T2. Pharmacological cognitive enhancement drug use may be explained by a combination of a motivation for improving academic achievements and a general inclination towards substance use. The current results may suggest that stimulant PCE drug users are more antisocial and indifferent to rules, while depressant PCE drug users are more motivated by coping with stress.

4.
Addiction ; 112(9): 1658-1668, 2017 Sep.
Article in English | MEDLINE | ID: mdl-28543718

ABSTRACT

AIMS: To adapt the four-dimensional Gambling Motives Questionnaire-Revised (GMQ-R) to measure the motivation for engaging in electronic gaming, and to validate the internal structure and investigate the criterion validity of the new Electronic Gaming Motives Questionnaire (EGMQ). DESIGN AND SETTING: The GMQ-R was adapted to measure motivation for playing video games and the new instrument was tested on a sample of Norwegian conscripts selected randomly from the pool of conscripts who started their military service between 2013 and 2015. PARTICIPANTS: The questionnaire was administered to all those who had played video games during the last 6 months and consisted of 853 gamers (86.8% men, mean age = 19.4 years). MEASUREMENTS: All participants completed the EGMQ, as well as other measures of gaming behaviour, gaming problems, boredom, loneliness and depression. FINDINGS: The confirmatory factor analyses showed that the proposed EGMQ (measuring enhancement, coping, social and self-gratification motives) displayed satisfactory fit and internal consistency. Hierarchical regression analyses showed that gender emerged as a significant predictor (P < 0.001) of all the dependent variables (variety, hours weekly gaming, loss of control and gaming problems) and the first step explained between 1 and 6.1% of the variance in the gaming behaviours. In the second step the four motivational dimensions explained an additional 5.8-38.8% of the variance. Coping and self-gratification predicted gaming problems (P < 0.001) and coping alone predicted loss of control (P < 0.001). The four motivational dimensions were also predicted differentially by indicators of psychosocial wellbeing, indicating divergent validity of the four motives. CONCLUSIONS: The four-dimensional Electronic Gaming Motives Questionnaire is a valid instrument for measuring motives for gaming.


Subject(s)
Behavior, Addictive/psychology , Gambling/psychology , Motivation , Surveys and Questionnaires , Video Games/psychology , Adult , Factor Analysis, Statistical , Female , Humans , Male , Norway , Psychometrics , Young Adult
5.
Addict Behav ; 65: 68-73, 2017 02.
Article in English | MEDLINE | ID: mdl-27776268

ABSTRACT

The aim of the present study was to improve the weaknesses of the three-dimensional Gambling Motives Questionnaire and to examine the psychometric properties and factor structure of the Gambling Motives Questionnaire-Revised. The Gambling Motives Questionnaire was administered to a sample of 418 gamblers (92% men, mean age 19.5years). Participants completed the Gambling Motives Questionnaire and an additional item tapping boredom, as well as a variety of measures of gambling behavior and gambling problems as criterion measures. Results showed that the Gambling Motives Questionnaire-Revised is better represented as a four-factor structure tapping the following four gambling motives factors; enhancement, coping, social, and self-gratification, Δχ2 Δ(df)=24.76 (3), p<0.001. Removing two problematic items from the Gambling Motives Questionnaire and adding an extra item tapping boredom also improved the fit of the Gambling Motives Questionnaire-Revised. The subscales enhancement, social, and coping were all significant predictors of variety of gambling behaviors (p<0.05), whereas enhancement, coping, and self-gratification predicted frequency of gambling behaviors (p<0.01). Coping and self-gratification predicted loss of control (p<0.01), whereas self-gratification predicted gambling problems (p<0.001). The Gambling Motives Questionnaire - Revised, consisting of the four dimensions enhancement motives, social motives, coping motives and self-gratification motives, is a reliable and valid instrument to measuring gambling motives.


Subject(s)
Behavior, Addictive/psychology , Gambling/psychology , Motivation , Surveys and Questionnaires/standards , Adaptation, Psychological , Adult , Factor Analysis, Statistical , Female , Humans , Male , Psychometrics , Reproducibility of Results , Reward , Self-Control
6.
Scand J Psychol ; 53(4): 340-6, 2012 Aug.
Article in English | MEDLINE | ID: mdl-22783975

ABSTRACT

The aim of this study was to compare pathological gamblers and skydivers in relation to measures of impulsivity and sensation seeking. The Eysenck Impulsivity Scale - Narrow Impulsiveness Subscale and the Arnett Inventory of Sensation Seeking were administered to pathological gamblers (n = 29), skydivers (n = 93), and a control group (n = 43). A two-way multivariate analysis of variance was conducted to explore differences in impulsivity and sensation seeking between the groups and possible group by gender and group by age interaction effects. The significant effects were further investigated using follow-up univariate analysis of variance. The results showed significant main effects of Group, Gender and Age, and a significant Group by Gender interaction effect. The results showed no statistically significant differences in impulsivity between pathological gamblers and skydivers; however, both groups scored higher than the controls. The skydivers scored higher compared to the pathological gamblers and controls on both sensation seeking subscales. Pathological gamblers scored higher than the controls on the subscale Need for Stimulus Intensity, although lower than the controls on the subscale Need for Novelty. We conclude that skydivers and pathological gamblers do not seem to differ in terms of impulsivity, but that the two groups differ in terms of sensation seeking. Skydivers are hence characterized by more sensation seeking compared to pathological gamblers. Skydiving, as opposed to pathological gambling, is not considered a psychiatric disorder, and skydiving may represent a more non-pathological way to fulfill the need for stimulus intensity.


Subject(s)
Gambling/psychology , Impulsive Behavior/psychology , Personality , Adult , Case-Control Studies , Exploratory Behavior , Female , Humans , Male , Middle Aged , Recreation/psychology , Risk-Taking , Sensation
7.
Psychol Rep ; 110(2): 571-88, 2012 Apr.
Article in English | MEDLINE | ID: mdl-22662411

ABSTRACT

Organizational justice has attracted attention as a predictor of employees' mental and physical health as well as commitment and work outcomes. The lack of a Norwegian translation of an organizational justice scale has precluded its use in Norway. Four dimensions of the organizational justice construct were examined in a Norwegian military context, including facet measures of distributional, interpersonal, and informational justice developed by Colquitt in 2001, in addition to procedural justice developed by Moorman in 1991. Confirmatory factor analyses supported a four-dimensional structure with good internal consistency. Follow-up analyses have suggested that the four dimensions were nested beneath a general, latent organizational justice factor. A positive relationship between organizational justice and self-sacrificial behavior was found, indicating satisfactory construct validity. The results demonstrate that the Norwegian Organizational Justice Scale is a reliable and construct-valid measure of organizational justice in a Norwegian setting.


Subject(s)
Ethics, Institutional , Job Satisfaction , Military Personnel/psychology , Social Justice , Surveys and Questionnaires , Adult , Cross-Cultural Comparison , Data Collection , Female , Humans , Male , Middle Aged , Norway , Psychometrics/statistics & numerical data , Reproducibility of Results , Translating
8.
Addiction ; 107(9): 1660-6, 2012 Sep.
Article in English | MEDLINE | ID: mdl-22429452

ABSTRACT

AIMS: Impaired ability to form associations between negative events in gambling and aversive somatic reactions may be a predisposing factor for pathological gambling. The current study investigated whether a group of pathological gamblers and a control group differed in aversive classical conditioning. DESIGN: A differential aversive classical conditioning paradigm, which consisted of three phases. In the habituation phase, one 850-Hz tone stimulus and one 1500-Hz tone stimulus were presented three times each in random order. In the acquisition phase, the two tones were presented 10 times each in random order, and one was always followed by a 100-dB burst of white noise. In the extinction phase the two tones were presented three times each without the white noise. SETTING: University laboratory testing facilities and out-patient treatment facilities. PARTICIPANTS: Twenty pathological gamblers and 20 control participants. MEASUREMENTS: Duration of seven cardiac interbeat-intervals (IBIs) following tone offset, gambling severity, tobacco and alcohol use, anxiety and depression. FINDINGS: No group differences were found in the habituation and acquisition phases. However, a significant group × stimuli × trials × IBIs interaction effect was found in the extinction phase (P < 0.049). Follow-up analysis indicated that the pathological gamblers did not show aversive classical conditioning, but that the control group did. CONCLUSIONS: Pathological gamblers have a diminished capacity to form associations between aversive events and stimuli that predict aversive events. Aversion learning is likely to be an ineffective treatment for pathological gamblers.


Subject(s)
Conditioning, Classical , Gambling/therapy , Psychotherapy/methods , Acoustic Stimulation , Adult , Aged , Alcohol Drinking/psychology , Analysis of Variance , Extinction, Psychological , Female , Gambling/physiopathology , Gambling/psychology , Habituation, Psychophysiologic , Heart Rate/physiology , Humans , Male , Middle Aged , Smoking/psychology , Young Adult
9.
J Sleep Res ; 20(4): 569-75, 2011 Dec.
Article in English | MEDLINE | ID: mdl-21324013

ABSTRACT

This postal questionnaire study investigated the use of media in the bedroom and its relationships with sleep habits and symptoms of insomnia. The sample comprised 2500 individuals aged 16-40 years drawn randomly from the Norwegian national register. A total of 816 (34.0%) completed and returned the questionnaire. Respondents were asked how often they used computers, television sets, DVD players, game consoles and mobile telephones and listened to music/radio in their bedrooms. They also reported sleep habits on weekdays and at weekends/days off and symptoms of insomnia. After controlling for gender, age, anxiety and depression, the respondents who used a computer in the bedroom 'often' compared to 'rarely' rose later on weekdays and at weekends/days off, turned off the lights to go to sleep later at weekends/days off, slept more hours at weekends/days off and had a greater discrepancy between turning off the lights to go to sleep on weekdays and at weekends/days off. Respondents who used a mobile telephone in their bedrooms at night 'often' compared to 'rarely' turned off the lights to go to sleep later on weekdays and at weekends/days off, and rose later at weekends/days off. No such differences were found with the use of the other media. There were also no significant differences in symptoms of insomnia. This study indicates that the use of computers and mobile telephones in the bedroom are related to poor sleep habits, but that media use in the bedroom seems to be unrelated to symptoms of insomnia.


Subject(s)
Mass Media , Sleep Initiation and Maintenance Disorders/etiology , Sleep , Adult , Age Factors , Data Collection , Family Characteristics , Female , Humans , Male , Norway/epidemiology , Radio , Sex Factors , Sleep Initiation and Maintenance Disorders/epidemiology , Surveys and Questionnaires , Television
10.
Cyberpsychol Behav Soc Netw ; 14(10): 591-6, 2011 Oct.
Article in English | MEDLINE | ID: mdl-21342010

ABSTRACT

A nationwide survey was conducted to investigate the prevalence of video game addiction and problematic video game use and their association with physical and mental health. An initial sample comprising 2,500 individuals was randomly selected from the Norwegian National Registry. A total of 816 (34.0 percent) individuals completed and returned the questionnaire. The majority (56.3 percent) of respondents used video games on a regular basis. The prevalence of video game addiction was estimated to be 0.6 percent, with problematic use of video games reported by 4.1 percent of the sample. Gender (male) and age group (young) were strong predictors for problematic use of video games. A higher proportion of high frequency compared with low frequency players preferred massively multiplayer online role-playing games, although the majority of high frequency players preferred other game types. Problematic use of video games was associated with lower scores on life satisfaction and with elevated levels of anxiety and depression. Video game use was not associated with reported amount of physical exercise.


Subject(s)
Behavior, Addictive/epidemiology , Mental Health , Personal Satisfaction , Video Games/statistics & numerical data , Adolescent , Adult Survivors of Child Abuse , Age Factors , Anxiety/epidemiology , Anxiety/psychology , Behavior, Addictive/psychology , Depression/epidemiology , Depression/psychology , Female , Health Status , Humans , Interpersonal Relations , Male , Norway/epidemiology , Play and Playthings , Prevalence , Risk Factors , Sex Factors , Surveys and Questionnaires , Video Games/psychology
11.
J Gambl Stud ; 26(4): 561-9, 2010 Dec.
Article in English | MEDLINE | ID: mdl-20169466

ABSTRACT

Cognitive distortions have been thought to play an important role in the development and maintenance of pathological gambling. The present study investigated whether severity of gambling problems and gamblers' preference for chance or skill games were related to two sub-factors of cognitive distortions as measured by the Gamblers Belief Questionnaire: Luck/Perseverance, which reflects an individual's perception that chance is favorable to him/her, and Illusion of Control, which reflects an individual's perception that his/her behavior influences chance occurrences. Participants (N = 166) were recruited from a race track (n = 79), off-course betting facilities (n = 50) and from an online treatment program for problem gamblers (n = 49). Gambling severity was measured by the South Oaks Gambling Screen, and 73 were classified as pathological gamblers whereas 93 were classified as non-pathological gamblers. The present study supports previous proposals that cognitive distortions are core processes related to gambling behavior as pathological gamblers reported more cognitive distortions than did non-pathological gamblers. A preference for skill games was also associated with greater Illusion of Control compared to a preference for chance games. For gamblers preferring skill games there were no differences in Luck/Perseverance or Illusion of Control between pathological and non-pathological gamblers.


Subject(s)
Behavior, Addictive/psychology , Cognition Disorders/psychology , Gambling/psychology , Internal-External Control , Play and Playthings/psychology , Self Efficacy , Adaptation, Psychological , Adult , Female , Humans , Male , Middle Aged , Multivariate Analysis , Norway , Research Design , Reward , Risk Factors , Social Environment , Surveys and Questionnaires , Young Adult
12.
J Gambl Stud ; 26(4): 545-59, 2010 Dec.
Article in English | MEDLINE | ID: mdl-20155305

ABSTRACT

This study investigated the relationship between aversive conditioning, heart rate variability suppression, behavioral activation system/behavioral inhibition system and risk-avoidance on the Iowa gambling task (IGT) in a nonclinical sample (29 male, 29 female, mean age = 20.7). A laboratory based Pavlovian aversive conditioning paradigm was used where a 1500 Hz tone (CS+) was followed by a burst of loud white noise (US), and a 850 Hz (CS-) tone was never followed by the US. In a subsequent extinction phase where the CS+ and CS- were presented without the US, conditioned skin conductance responses to the CS+ indicated aversive conditioning. The results showed that the participants who did not show aversive conditioning (N = 26) exhibited significantly less risk-avoidance compared to participants who did show aversive conditioning (N = 32). Regression analysis showed that among the study variables, only aversive conditioning contributed significantly to explaining variance in risk-avoidance. These results may have implications for understanding risk-taking in gambling in general, and may be a starting point understanding the role of aversive conditioning in the development and maintenance of gambling problems.


Subject(s)
Acoustic Stimulation/methods , Avoidance Learning/physiology , Conditioning, Classical/physiology , Extinction, Psychological/physiology , Gambling/psychology , Risk Reduction Behavior , Adult , Female , Humans , Male , Noise , Young Adult
13.
Nord J Psychiatry ; 63(1): 22-31, 2009.
Article in English | MEDLINE | ID: mdl-18991158

ABSTRACT

As the number of pathological gamblers has increased recently, the need for effective treatment has become more evident. The aim of this study was to evaluate the effectiveness of a short-term cognitive-behavioural group therapy programme for pathological gamblers. Fourteen subjects (three females and 11 males), who met the criteria for pathological gambling in accordance with the Diagnostic and Statistical Manual of Mental Disorders IV, were randomly assigned to a Treatment Group (n=7) or a waiting list Control Group (n=7). An experimental design with three repeated measures was used (pre-treatment, post-treatment/post-waiting list and follow-up). The dependent variables were DSM-IV Criteria for Pathological Gambling, Money Spent on Gambling During the Last Week and Gamblers Inventory of Negative Consequences. The Treatment Group improved on the DSM-IV Criteria for Pathological Gambling, but did not show a significant improvement on Money Spent on Gambling During the Last week from pre-treatment to post-treatment. Combining both groups at 3-months follow-up, there was a significant improvement on all three variables from pre-treatment to follow-up. The results of this controlled study indicate that a short-term cognitive-behavioural group treatment for pathological gamblers had an effect.


Subject(s)
Cognitive Behavioral Therapy , Disruptive, Impulse Control, and Conduct Disorders/therapy , Gambling/psychology , Psychotherapy, Group , Adolescent , Adult , Disruptive, Impulse Control, and Conduct Disorders/psychology , Female , Follow-Up Studies , Humans , Male , Middle Aged , Norway , Treatment Outcome , Young Adult
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