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. 2016 Aug 5;5(3):500–509. doi: 10.1556/2006.5.2016.051

Table 5.

The five subtypes of problematic Internet game users

Rule # Pattern Subtype
1 Gaming costs > $45.02 Cost-consuming gamer
(n = 40, 83.33%, node 4)
2 $4.50 < Gaming costs ≤ $45.02 Offline Internet gaming community meeting attendance = Yes Average weekday gaming time ≤ 1 hr
(n = 164, 64.83%) (n = 108, 72.97%) (n = 27, 56.25%, node 13)
3 $4.50 < Gaming costs ≤ $45.02 Offline Internet gaming community meeting attendance = Yes Average weekday gaming time > 1 hr Socializing gamer
(n = 164, 64.83%) (n = 108, 72.97%) (n = 81, 81%, node 14)
4 $4.50 < Gaming costs ≤ $45.02 Offline Internet gaming community meeting attendance = No Self-perceptions of addictive Internet game use = Yes Marital status = Single Solitary gamer
(n = 164, 64.83%) (n = 56, 53.33%) (n = 48, 63.16%) (n = 30, 75%, node 15)
5 Gaming costs ≤ $4.50 Average weekday gaming time > 1 hr
(n = 55, 44%) (n = 36, 58.06%, node 8)
6 Gaming costs = 0 Average weekend and holiday gaming time > 3 hr
(n = 53, 29.61%) (n = 17, 54.84%, node 6)

Note. The exchange rate for Korean won to the U.S. dollar is 1,120.70 won (June 2015).