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. 2011 Oct 19;8(10):3999–4012. doi: 10.3390/ijerph8103999

Table 2.

Standardized coefficients from multivariate model predicting days of concurrent use, hours/day of concurrent use, and pattern/motivation factors from demographics, game playing variables, and genres/substances of concurrent use.

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.