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. 2025 Mar 5;40(2):daae195. doi: 10.1093/heapro/daae195

Table 2:

Percentage of game application time comprising gameplay and advertising, with 95% CIs and IRRs by sex, ethnicity and NZiDep: results from negative binomial regression

Characteristic Group % of total game application time coded as gameplay (95% CI) % of total game application time that included advertising (95% CI)
Percentage (95% CI) IRR (95% CI) Percentage (95% CI) IRR (95% CI)
All children All children 56.6 (47.5, 67.4) 16.4 (8.8, 30.7)
Sex Female 56.9 (44.3, 73.1) 1 19.8 (8.2, 47.5) 1
Male 59.7 (50.4, 70.7) 1.49 (0.68, 3.30) 8.9 (3.6, 22.0) 0.40 (0.11, 1.51)
Ethnicity NMNP 62.2 (53.4, 72.4) 1 15.7 (7.8, 31.7) 1
Māori 40.8 (20.6, 80.8) 0.30 (0.12, 0.79) 23.7 (7.5, 74.9) 0.96 (0.21, 4.31)
NZiDep (binary) Low (1–2) 53.4 (43.0, 66.3) 1 14.6 (6.9, 30.7) 1
High (3–5) 69.3 (50.3, 95.4) 0.38 (0.15, 0.96) 27.6 (8.2, 92.9) 0.88 (0.19, 4.17)

Boldface denotes statistical significance.