Table 5.
Connecting to Internet and gaming and DAS responses
Variables | Total sample of population | Over threshold DAS (+) | Below threshold DAS (-) | Univariate analysis | Multivariate analysis | |||||
---|---|---|---|---|---|---|---|---|---|---|
Mean | S.D. | Mean | S.D. | Mean | S.D. | Statistical test | Corrected p-value | Odds Ratio (95% CI) | Corrected p-value | |
Hours per week | ||||||||||
Internet | 43.3 | 23.7 | 50.3 | 24.6 | 40.7 | 22.9 | t = 3.77 | < 10-3 | 1.18 | < 10-3 |
(10-100) | (1.08-1.29) | |||||||||
MMORPG | 30.3 | 18.7 | 36.8 | 22 | 27.7 | 16.7 | t = 4.16 | < 10-3 | 1.28 | < 10-3 |
(5-100) | (1.14-1.44) | |||||||||
Number | % | Number | % | Number | % | |||||
Self-reported type of engagement in online gaming | ||||||||||
Casual | 206 | 46 | 39 | 19.2 | 165 | 80.8 | χ2 = 34.91 | < 10-3 | ||
Hard Core | 214 | 47.8 | 64 | 30.3 | 147 | 69.7 | 2df | 1.70 | < 10-3 | |
(1.07-2.71) | ||||||||||
No life | 28 | 6.2 | 20 | 71.4 | 8 | 28.6 | 9.14 | |||
(3.69-22.64) | ||||||||||
Increase of time spent on the Internet to obtain satisfaction for at least 12 months | ||||||||||
no | 354 | 78.1 | 78 | 22.3 | 272 | 77.7 | χ2 = 21.47 | < 10-3 | 2.99 | < 10-3 |
yes | 99 | 21.9 | 45 | 45.9 | 53 | 54.1 | 1df | (1.84-4.87) |
Odds Ratio and p-value were adjusted for age, sex and educational level.