Table 4.
Gaming behavior.
| Variable | 13–15 years (n = 22) | 16–19 years (n = 24) | ≥20 years (n = 61) | Overall (N = 107) |
|---|---|---|---|---|
| Weekly gaming time, M (SD) | 46.2 (25.0) | 41.4 (16.7) | 54.1 (24.6) | 49.6 (23.5) |
| Missing | 1 | 0 | 0 | 1 |
| Most popular games, n (%) | ||||
| League of Legends | 2 (9%) | 5 (21%) | 17 (28%) | 24 (22%) |
| Counter-Strike | 3 (14%) | 8 (33%) | 10 (16%) | 21 (20%) |
| World of Warcraft | 0 | 0 | 15 (25%) | 15 (14%) |
| Minecraft | 6 (27%) | 4 (17%) | 5 (8%) | 15 (14%) |
| Fortnite | 8 (36%) | 2 (8%) | 1 (2%) | 11 (10%) |
| Valorant | 3 (14%) | 3 (13%) | 3 (5%) | 9 (8%) |
| Roblox | 6 (27%) | 2 (8%) | 0 | 8 (8%) |
| Most popular genres, n (%) | ||||
| Competitive | 15 (68%) | 18 (75%) | 38 (62%) | 71 (66%) |
| Story driven | 1 (5%) | 1 (4%) | 11 (18%) | 13 (12%) |
| SimStrat | 0 | 6 (25%) | 10 (16%) | 16 (15%) |
| MMOE Extended | 11 (50%) | 8 (33%) | 29 (48%) | 48 (45%) |
| Casual | 7 (32%) | 3 (13%) | 5 (8%) | 15 (14%) |
| Money spent on gaming (SEK), Mdn [Q1-Q3] | 50 [0-130] | 0 [0-335] | 150 [0-463] | 100 [0-300] |
| Games, n (%) | 5 (25%) | 7 (33%) | 22 (39%) | 34 (35%) |
| Skins, n (%) | 7 (35%) | 6 (29%) | 19 (33%) | 32 (33%) |
| Loot boxes, n (%) | 0 | 3 (14%) | 4 (7%) | 7 (7%) |
| Subscriptions, n (%) | 3 (15%) | 1 (5%) | 3 (5%) | 7 (7%) |
| Pay-to-win, n (%) | 0 | 0 | 2 (4%) | 2 (2%) |
| Equipment, n (%) | 0 | 0 | 1 (2%) | 1 (1%) |
| In-game currency, n (%) | 1 (5%) | 0 | 0 | 1 (1%) |
| Missing | 2 | 3 | 4 | 9 |
| Spent any money on gaming, n (%) | 13 (62%) | 10 (42%) | 39 (65%) | 62 (59%) |
| Missing | 1 | 0 | 1 | 2 |
| Spent 1000 SEK or more on gaming, n (%) | 0 | 3 (13%) | 7 (12%) | 10 (10%) |
| Missing | 1 | 0 | 1 | 2 |
| Age of gaming problem onset, Mdn [Q1-Q3] | 12 [11-13] | 15 [13-16] | 17 [15-19] | 15 [13-18] |
| Time since onset, Mdn [Q1-Q3] | 2 [1-3] | 3 [2-4] | 7 [5-12] | 5 [2-8] |
| Missing | 9 | 12 | 19 | 40 |