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. 2024 Sep 12;13(3):742–750. doi: 10.1556/2006.2024.00045

Table 2.

Demographics and risky behaviour differences across non-gamers, non-disordered gamers and disordered gamers

Variable Non-gamers Non-disordered gamers Disordered gamers p-value
Frequency 28.3% 68.1% 3.7%
Gender (female) 80.4% 40.9% 20.4% <0.001
Age 16.79 16.04 15.56 <0.001
Average daily time spent gaming 0.00 2.34 4.85 <0.001
Substance use
Alcohol2 72.1% 61.2% 61.4% <0.001
Drunkenness2 17.9% 15.6% 20.5% 0.121
Cigarettes2 31.3% 24.8% 28.3% <0.001
Pharmaceuticals (all kinds)1 18.5% 13.5% 20.5% <0.001
Sedatives and tranquillizers1 17.1% 12.4% 13.6% 0.002
Marijuana1 38.7% 30.6% 35.4% <0.001
MDMA1 5.3% 3.8% 9.1% 0.010
LSD1 2.6% 1.7% 8.3% <0.001
Hallucinogens1 2.6% 20.0% 2.7% 0.483
Methamphetamine1 2.2% 1.1% 0.9% 0.054
Cocaine1 1.7% 1.5% 1.8% 0.927
Inhalants1 2.6% 2.5% 5.5% 0.185
Conduct problems
Parents' signature forgery1 58.4% 46.5% 54.3% <0.001
Truancy1 38.0% 28.3% 41.7% <0.001
Thefts1 28.7% 32.9% 44.1% <0.001
Vandalism1 16.4% 19.6% 33.1% <0.001
Trouble with the police1 13.6% 12.9% 22.0% 0.017
Self-harm1 30.2% 27.1% 51.2% <0.001
Bullying
Insults from classmates2 13.5% 19.5% 35.4% <0.001
Online taunts and harm2 5.6% 7.9% 22.8% <0.001
In-game risky behaviours
Insults from other gamers1 8.1% 52.2% 82.3% <0.001
Purchase of loot boxes1 2.2% 23.9% 51.8% <0.001

Abbreviations: MDMA = Methylenedioxymethamphetamine; LSD = Lysergic acid diethylamide.

Note: In numeric variables, p-values were obtained using the Kruskal-Wallis test. For nominal variables, a Chi-squared test with simulated p-values was used. The values in the non-gamers, non-disordered gamers, and disordered gamers represent the relative frequencies or mean values for each group. The highest means or frequencies are in bold.

The time frame for all measures is the following: 1 = lifetime prevalence, 2 = last 30 days.