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. 2015 Dec 12;5(1):108–114. doi: 10.1556/2006.5.2016.002

Table 3.

Linear regression models for high engagement in online gaming (method: stepwise)

Model 1 Model 2 Model 3
b β Sig. b β Sig. b β Sig.
Constant 2.59 <.01 2.50 <.01 2.01 <.01
Gender (Female = 1, Male = 2) 0.00 0.00 0.87 0.00 0.00 0.80 0.00 0.00 0.89
Age −0.01 −0.16 <.01 −0.01 −0.14 <.01 −0.01 −0.13 <.01
Frequency of gaming 0.00 0.09 <.01 0.00 0.08 <.01 0.00 0.08 <.01
Genre (MMORPG = 0, MOBA = 1) 0.01 0.03 0.14 0.01 0.02 0.25 0.02 0.03 0.09
Team play (TP) 0.04 0.09 <.01 0.04 0.10 <.01
Social support (SS) −0.01 −0.04 0.03 −0.02 −0.06 <.01
Destructive overdependence (DO) 0.02 0.07 <.01
Dysfunctional detachment (DD) 0.07 0.17 <.01
Healthy dependence (HD) 0.04 0.10 <.01
F 37.07 28.01 36.38
P <0.001 <0.001 <0.001
R Square 0.04 0.04 0.08