Table 9.
Regression results with a sense of calm as a mediator.
| Dependent variable and predictors | B | SE (95% CI) | t Test (df) | P value | |
| Sense of calm (R=0.71, R²=0.51, mean standard error=2.62,F (3, 514)=175.46, P<.001) | |||||
|
|
Constant | 0.09 | 0.71 (–1.31 to 1.48) | 0.13 (514) | .90 |
|
|
Video game played | 0.22 | 0.45 (–0.66 to 1.11) | 0.49 (514) | .62 |
|
|
Nostalgia | 1.03 | 0.45 (0.14 to 1.91) | 2.78 (514) | .02 |
|
|
Video game played × nostalgia | 1.08 | 0.28 (0.52 to 1.64) | 3.79 (514) | <.001 |
| Happiness (R=0.76, R²=0.57, mean standard error=1.12, F(4, 513)=172.01, P<.001) | |||||
|
|
Constant | 0.14 | 0.47 (–0.78 to 1.05) | 0.29 (513) | .77 |
|
|
Video game played | 0.66 | 0.29 (0.08 to 1.24) | 2.24 (513) | .03 |
|
|
Sense of calm | 0.30 | 0.03 (0.24 to 0.36) | 10.37 (513) | <.001 |
|
|
Nostalgia | 0.77 | 0.30 (0.19 to 1.35) | 2.50 (513) | .01 |
|
|
Video game played × nostalgia | 0.13 | 0.19 (–0.25, to 0.49) | 0.65 (513) | .51 |