Table 2.
Days of concurrent use | Hours/day concurrent use | Pass time or regulate negative emotion | Enhance positive experience | Remediate each other’s undesirable effects | ||
---|---|---|---|---|---|---|
Age | 0.04 | 0.07 | 0.03 | −0.09 ** | −0.03 | |
Education | 0.04 | −0.11 ** | −0.01 | −0.04 | 0.02 | |
Race: Black | −0.06 * | 0.15 * | 0.06 + | 0.00 | 0.04 | |
Race: Asian | −0.08* | −0.04 | −0.01 | 0.05 | 0.04 | |
Race: Native | −0.04 | 0.03 | −0.04 | −0.06 * | −0.02 | |
Race: Other | −0.05 ** | −0.01 | 0.00 | −0.01 | −0.01 | |
Non-working | 0.07 * | 0.00 | 0.07 * | 0.04 | 0.04 | |
Days played average game | 0.34 *** | 0.06 | 0.03 | −0.01 | 0.00 | |
Hours/day played avg. game | 0.01 | 0.23 *** | 0.17 ** | 0.17 *** | 0.17 * | |
Problem video game play | 0.08 + | 0.12 * | 0.24 *** | 0.13 ** | 0.26 *** | |
Genre: Action-adventure | 0.06 * | 0.08 * | 0.04 | 0.08 * | 0.01 | |
Genre: Other RPG (not MMO) | 0.08 ** | 0.03 | 0.08 * | 0.10 ** | 0.00 | |
Genre: First-person shooter (FPS) | 0.11 *** | −0.01 | 0.10 ** | 0.10 * | 0.06 | |
Genre: Other shooter | 0.06 * | 0.07 | −0.01 | −0.01 | −0.03 | |
Genre: Other strategy (not RTS) | 0.10 *** | 0.01 | −0.01 | 0.02 | −0.04 | |
Genre: Board/card | 0.15 *** | 0.03 | 0.10 *** | 0.07 ** | 0.02 | |
Genre: Other sports | 0.07 ** | 0.00 | 0.04 | 0.11 ** | 0.01 | |
Genre: Puzzle | 0.15 *** | 0.00 | 0.00 | −0.01 | −0.04 | |
Genre: Rhythm | 0.06 * | 0.03 | 0.04 | 0.03 | 0.02 | |
Genre: Platformer | 0.05 * | 0.02 | 0.08 * | 0.02 | 0.03 | |
Genre: Other | 0.10 *** | 0.03 | 0.03 | −0.02 | 0.03 | |
Caffeine days used | 0.17 *** | 0.08 + | −0.08 * | −0.07 * | −0.09 * | |
Caffeine use problems | −0.03 | −0.08 + | 0.12 *** | 0.08 * | 0.05 | |
Tobacco use problems | 0.05 | 0.16 + | 0.19 ** | 0.05 | 0.23 ** | |
Alcohol days used | 0.07 * | −0.04 | 0.05 | 0.08 ** | −0.02 | |
Alcohol use problems | −0.11 *** | 0.00 | 0.08 * | 0.09 * | 0.05 | |
Marijuana days used | 0.16 *** | −0.02 | 0.07 | 0.10 + | −0.06 | |
Marijuana use problems | −0.08 * | 0.06 | 0.15 * | 0.21 ** | 0.15 * | |
Painkiller days used | −0.01 | −0.08 * | −0.14 *** | −0.08 ** | −0.11 *** | |
Painkiller use problems | 0.01 | 0.00 | 0.24 *** | 0.12 * | 0.34 *** | |
Correlations among dependent variables: | Days concurrent use | 1 | 0.10 ** | 0.16 *** | 0.03 | 0.03 |
Hours/day concurrent use | 0.10 ** | 1 | 0.06 | 0.04 | 0.01 | |
Pass time/regulate emotion | 0.16 *** | 0.06 | 1 | 0.68 *** | 0.70 *** | |
Enhance pos. experience | 0.03 | 0.04 | 0.68 *** | 1 | 0.46 *** | |
Remediate undesirable eff. | 0.03 | 0.01 | 0.70 *** | 0.46 *** | 1 | |
Variance explained (R2) | 0.38 *** | 0.22 *** | 0.45 *** | 0.42 *** | 0.38 *** | |
Overall model fit: | CFI > 0.999, RMSEA < 0.001, SRMR < 0.001 |
Coefficients omitted from presentation in the table (they are included in the analysis) because p > 0.05 for all dependent variables include income; gender; race: Latino; MSA non-residence; enjoyment of average game; consumer involvement; the following genres: MMORPG, Gambling, RTS, Sports-general, Driving; days of tobacco use; days of sedative use; and sedative use problems. Reference category for race is white.
p < 0.10,
p < 0.05,
p < 0.01,
p < 0.001.