Skip to main content
. 2015 Apr 7;17(4):e88. doi: 10.2196/jmir.3515

Table 1.

Weekly game time and proportion of gamers at high risk of problematic use for the overall sample, for males and females, and for multiplayer online first-person shooter (MOFPS) and massively multiplayer online role-playing games (MMORPGs) gamer types.

Gaming-related variables Total sample, n (%)
(N=3186)
Gender, n (%) Game type preference, n (%)


Males
(n=2859)
Females
(n=327)
MOFPS players
(n=872)
MMORPG players
(n=1466)
Weekly game time





<7 hours 382 (12.00) 328 (11.48) 54 (16.5) 125 (14.4) 137 (9.36)

7-14 hours 772 (24.25) 688 (24.09) 84 (25.7) 266 (30.5) 298 (20.36)

15-28 hours 1102 (34.62) 1001 (35.05) 101 (30.9) 308 (35.4) 509 (34.77)

29-42 hours 639 (20.08) 583 (20.41) 56 (17.1) 136 (15.6) 355 (24.25)

>42 hours 288 (9.05) 256 (8.96) 32 (9.8) 36 (4.1) 165 (11.27)
Gamers at high risk of problematic usea 2.43 2.39 2.76 1.96 2.95

a The proportion of gamers at high risk of problematic use was calculated using the established cut-off point (ie, 66) suggested in a previous article [29]. Note that only MOFPS and MMORPG gamers have been included because the MMORTS gamer group was very small and the remainder of the players could not be differentiated regarding their game type preference.