Table 1.
List of selected variables, specifying type and description.
N | Variable | Type_Variable | Type_Answer | Description |
---|---|---|---|---|
1 | Age | Generic | Continued: 8–18 years old | Variable related to age |
2 | Gender | Generic | Dichotomous_Yes/No | Variable related to gender |
3 | Cluster | Generic | Dichotomous_Yes/No | Variable related to membership in the clinical group (daily recreational use of video games, more than 60 min) or control group (daily recreational use of video games, less than or equal to 60 min), including non-continuous |
4 | Time spent per day on recreational activities such as video games | Clinic | Continued_1–12 h | Variable related to the specific daily time (expressed in h/hour) spent on video game playing activity |
5 | Night game | Clinic | Dichotomous_Yes/No | Variable related to the time spent playing video game during nighttime hours that are usually devoted to sleep and rest |
6 | Solo game | Clinic | Dichotomous_Yes/No | Variable related (most of the time) to the performance of the video game as a playful activity in solitude rather than in company or sharing |
7 | Time taken away from study | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from studying in favor of video games |
8 | Time taken away from friends | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from friends in favor of video games |
9 | Time taken away from going out | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from going out in public and attending events in favor of videogames |
10 | Time taken away from personal hygiene | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from personal hygiene in favor of videogames |
11 | Time taken away from eating | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from eating in favor of video games |
12 | Reason for addiction: absence of friends | Clinic | Dichotomous_Yes/No | Variable related to the reason for time spent on video game playing activity (absence of friends) |
13 | Reason for addiction: reduced interest in the outdoors | Clinic | Dichotomous_Yes/No | Variable related to the reason that justifies the time devoted to the video game playing activity (reduced interest in spending time outdoors, in public, or on group activities) |
14 | Reason justifying addiction: poor school performance | Clinic | Dichotomous_Yes/No | Variable related to the reason that justifies the time spent on video game playing activity (poor school performance) |
15 | Reason justifying addiction: emotional and family difficulties | Clinic | Dichotomous_Yes/No | Variable related to the reason for time spent on video games playing activity (emotional and family difficulties) |
16 | Alterations in life conduction as a result of video game-like activity | Clinic | Dichotomous_Yes/No | Variable related to the perceived negative effect on one’s lifestyle, resulting from the performance of playful activities with video games |
17 | Reinforcement of video game addiction in the pandemic | Clinic | Dichotomous_Yes/No | Variable related to the perceived temporal increase in playful activities with video games during and after the pandemic period |
18 | Use of lies | Clinic | Dichotomous_Yes/No | Variable related to telling lies during and after playing video games (e.g., to continuing to play or not taking specific responsibility) |
19 | Anger | Clinic | Dichotomous_Yes/No | Variable related to the expression of anger during and after the performance of playful activities with video games (e.g., to continuing playing or not taking specific responsibility) |
20 | Aggressiveness | Clinic | Dichotomous_Yes/No | Variable related to the display of aggressivity during and after the performance of playful activities with video games (e.g., continuing playing or not taking specific responsibility) |
21 | Subjective perception of benefits of using video games | Clinic | Dichotomous_Yes/No | Variable related to the subjective perception of possible benefits from performing playful activities with video games |
22 | Preferred game setting (violence) | Clinic | Dichotomous_Yes/No | Variable related to the preference for a certain video game types (violent type/non-violent type) |
23 | Use of video games in online mode | Clinic | Dichotomous_Yes/No | Variable related to the prevalence or not of using video games in on-line or off-line mode |
24 | Online encounters with individuals younger than the recommended age | Clinic | Dichotomous_Yes/No | Variable related to online meetings with individuals younger than the recommended age (e.g., 18 years old for violent games) |
25 | Witnessing others of deviant or criminal conduct | Clinic | Dichotomous_Yes/No | Variable related to having witnessed online deviant or criminal conduct by other users |
26 | Simulation or implementation of deviant or criminal conduct | Clinic | Dichotomous_Yes/No | Variable related to having witnessed or simulated online deviant or criminal conduct seen in video games |