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. 2025 Aug 12;16:1629932. doi: 10.3389/fpsyt.2025.1629932

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