Skip to main content
. 2023 Dec 4;12(4):938–952. doi: 10.1556/2006.2023.00067

Table 5.

Predictive power of different indicators of Gaming Disorder, Problematic Pornography Use and Binge-Watching over TE and TP

Sample 1 (n = 40) Sample 2 (n = 99) Sample 3 (n = 111)
β R 2 F β R 2 F β R 2 F
Average accuracy of time estimation
 Experimental condition 1 (videogame)
  Use of videogames 0.008 0.000 −0.086 0.007 −0.068 0.005
  Frequency of use of videogames −0.073 0.005 −0.146 0.021 −0.176 0.031
  Average time spent in a typical gaming session −0.119 0.014 −0.094 0.009 −0.026 0.001
  Internet Gaming Disorder Test (IGDT-10) 0.047 0.002 −0.113 0.013 −0.010 0.000
  Model 0.033 0.301 0.029 0.697 0.048 1.335
 Experimental condition 2 (pornography)
  Use of porn 0.031 0.001 −0.196 0.038 0.056 0.003
  Average time spent/week on online sexual activities 0.036 0.001 −0.108 0.011 −0.032 0.001
  Internet Sex Screening Test (ISST) 0.262 0.069 −0.064 0.004 −0.017 0.000
  Worried about porn consumption 0.004 0.000 −0.241* 0.058 0.066 0.004
  Spend more time than advised 0.212 0.045 0.128 0.016 −0.149 0.022
  Interference of porn consumption 0.236 0.056 0.005 0.000 −0.025 0.001
  Model 0.112 0.696 0.148 3.228* 0.042 0.752
 Experimental condition 3 (TV series)
  Binge-Watching frequency 0.029 0.001 −0.108 0.012 0.054 0.003
  Average number of episodes/typical session 0.045 0.002 −0.127 0.016 0.044 0.002
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Binge watching 0.183 0.034 0.003 0.000 0.146 0.021
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Dependency 0.218 0.047 −0.037 0.001 0.201 0.041
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Loss of control 0.177 0.031 −0.006 0.000 0.135 0.018
  Interference of TV series −0.056 0.003 0.042 0.002 0.048 0.002
  Self-perceived problematic use of TV series 0.153 0.023 0.065 0.004 0.123 0.015
  Self-perceived addictive use of TV series 0.200 0.040 0.023 0.001 0.002 0.000
  Model 0.129 0.574 0.032 0.236 0.060 0.451
Passage of time
 Experimental condition 1 (videogame)
  Use of videogames 0.287 0.083 0.270** 0.073 0.188* 0.035
  Frequency of use of videogames 0.362* 0.131 0.288** 0.083 0.256** 0.065
  Average time spent in a typical gaming session 0.200 0.040 0.032 0.001 0.301*** 0.090
  Internet Gaming Disorder Test (IGDT-10) 0.346* 0.120 0.232* 0.054 0.281** 0.079
  Model 0.252 2.955* 0.142 3.899** 0.123 3.723**
 Experimental condition 2 (pornography)
  Use of porn −0.078 0.006 0.264** 0.070 0.405*** 0.164
  Average time spent/week on online sexual activities 0.366* 0.134 0.121 0.015 0.198* 0.039
  Internet Sex Screening Test (ISST) 0.268 0.072 0.202* 0.041 0.275** 0.076
  Worried about porn consumption 0.168 0.028 0.280** 0.079 0.086 0.007
  Spend more time than advised 0.127 0.016 0.016 0.000 0.014 0.000
  Interference of porn consumption 0.198 0.039 0.163 0.027 0.123 0.015
  Model 0.201 1.385 0.144 2.570* 0.205 4.479***
 Experimental condition 3 (TV series)
  BW frequency 0.092 0.009 0.264* 0.070 0.323** 0.104
  Average number of episodes/typical session 0.058 0.003 −0.098 0.010 0.268* 0.072
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Binge watching 0.170 0.029 0.309* 0.095 0.180 0.032
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Dependency −0.118 0.014 0.087 0.008 0.085 0.007
  Binge-Watching Engagement and Symptoms Questionnaire (BWESQ)- Loss of control 0.136 0.019 −0.015 0.000 0.270* 0.073
  Interference of TV series −0.273 0.075 0.070 0.005 0.253* 0.064
  Self-perceived problematic use of TV series 0.033 0.001 0.071 0.005 0.044 0.002
  Self-perceived addictive use of TV series 0.252 0.063 0.178 0.032 0.062 0.004
  Model 0.395 2.535* 0.234 2.214* 0.188 1.646

* = p < 0.05, ** = p < 0.01, *** = p < 0.001.