Skip to main content
. 2023 Jun 21;20(6):531–540. doi: 10.30773/pi.2022.0218

Table 5.

Repeated-measures ANOVA for changes in response to internet game education from baseline to follow-up (participants exhibiting problematic gameplay)

Baseline Follow-up Statistics
Internet use pattern
YIAS (N=55) 54.9±9.7 44.4±9.4 t=6.24, p<0.01*
Coding (N=25) 54.6±9.5 46.4±9.9 t=3.39, p<0.01*
Literacy (N=30) 55.2±10.0 42.8±8.8 t=2.44, p=0.02
Int. use time (N=55) 3.0±1.0 2.9±1.0 t=0.86, p=0.39
Coding (N=25) 3.0±1.1 2.6±1.0 t=2.31, p=0.09
Literacy (N=30) 2.9±1.0 3.1±1.0 t=-1.38, p=0.17
IGLS-Pos (N=55) 30.8±6.0 33.0±6.8 t=-2.45, p=0.02
Coding (N=25) 30.7±6.6 33.1±7.4 t=-2.03, p=0.05
Literacy (N=30) 30.8±5.5 32.8±6.4 t=-1.38, p=0.17
IGLS-Neg (N=55) 28.3±6.1 24.7±6.2 t=3.59, p=0.01
Coding (N=25) 26.6±6.0 23.3±5.6 t=2.73, p=0.01
Literacy (N=30) 29.7±5.9 25.9±6.6 t=2.47, p=0.02
Psychological variables
KSPIN (N=55) 26.5±10.4 20.5±12.9 t=3.97, p<0.01*
Coding (N=25) 25.7±9.9 18.0±13.1 t=2.99, p<0.01*
Literacy (N=30) 27.1±10.9 22.5±12.6 t=2.61, p=0.01
PHQ-9 (N=55) 13.9±12.4 10.5±7.7 t=2.98, p<0.01*
Coding (N=25) 14.9±6.4 12.4±4.7 t=2.57, p=0.01
Literacy (N=30) 13.2±5.4 11.5±4.1 t=1.74, p=0.09
K-ARS (N=55) 13.7±12.4 10.5±7.7 t=2.15, p=0.04
Coding (N=25) 17.2±13.3 13.2±7.2 t=1.64, p=0.12
Literacy (N=30) 10.7±10.9 8.3±7.5 t=1.37, p=0.18
Self-esteem (N=55) 25.4±6.9 26.4±8.6 t=-0.69, p=0.49
Coding (N=25) 25.5±8.1 29.4±6.2 t=-3.63, p<0.01
Literacy (N=30) 25.5±5.0 24.1±9.5 t=0.33, p=0.85

Values are presented as mean±standard deviation.

*

statistically significant;

F=4.73, p=0.03;

F=4.48, p=0.03.

ANOVA, analysis of variance; YIAS, Young’s Internet Addiction Scale; Int. use time, internet use time (h) per day; IGLS-Pos, Internet Game Literacy Scalepositive; IGLS-Neg, Internet Game Literacy Scale-negative; KSPIN, Korean-Social Phobia Inventory; PHQ-9, Patient Health Questionnaire-9; K-ARS, Korean Attention Deficit Hyperactivity Disorder Scale