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. 2011 Aug 26;11:144. doi: 10.1186/1471-244X-11-144

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.

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