Helga Myrseth, Sigurd William Hystad, Reidar Säfvenbom and Olav Kjellevold Olsen
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.
Helga Myrseth, Olav Kjellevold Olsen, Einar Kristian Borud and Leif Åge Strand
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.