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. 2023 Aug 4;15(8):e42957. doi: 10.7759/cureus.42957

Table 5. Relationship between game addiction and sociodemographic characteristics and the frequency of playing games using an electronic device (n=393).

Variable with multiple responses. §P-value has been calculated using the Chi-square test. *Significant at p<0.05 level

Factor Level of game addiction P-value§
Addicted, n (%) (n=244) Not addicted, n (%) (n=149)
Age group      
12–13 years 108 (44.3%) 48 (32.2%) 0.018*
14–16 years 136 (55.7%) 101 (67.8%)
Gender      
Male 162 (66.4%) 67 (45.0%) <0.001*
Female 82 (33.6%) 82 (55.0%)
Area of residence      
Inside Riyadh 113 (46.3%) 82 (55.0%) 0.093
Outside Riyadh 131 (53.7%) 67 (45.0%)
Most common gaming platform      
Phone 174 (71.3%) 117 (78.5%) 0.114
Tablet 54 (22.1%) 31 (20.8%) 0.757
Personal computer 65 (26.6%) 29 (19.5%) 0.106
PlayStation 150 (61.5%) 61 (40.9%) <0.001*
Xbox 13 (5.3%) 08 (5.4%) 0.985
Nintendo 16 (6.6%) 04 (2.7%) 0.090
Number of days spent in a week playing video games      
Every day 178 (73.0%) 70 (47.0%) <0.001*
Not every day 66 (27.0%) 79 (53.0%)
Number of hours spent in a day playing video games      
≤3 hours 76 (31.1%) 94 (63.1%) <0.001*
>3 hours 168 (68.9%) 55 (36.9%)
Playing multiplayer games regularly (online games)      
Yes 235 (96.3%) 117 (78.5%) <0.001*
No 09 (03.7%) 32 (21.5%)
Type of games usually played      
Shooter games 107 (43.9%) 47 (31.5%) 0.024*
Sports and adventure games 90 (36.9%) 59 (39.6%)
Action and other games 47 (19.3%) 43 (28.9%)
Where do you play usually?      
Alone in the room 157 (64.3%) 76 (51.0%) 0.009*
In the presence of the family 87 (35.7%) 73 (49.0%)
Do the parents supervise the games you play?      
Yes 111 (45.5%) 81 (54.4%) 0.088
No 133 (54.5%) 68 (45.6%)
Does the child or adolescent mimic the games in real life like doing impulsive movements or saying bad words?      
Yes 77 (31.6%) 26 (17.4%) 0.002*
No 167 (68.4%) 123 (82.6%)