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).