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. 2017 Feb 18;14(2):205. doi: 10.3390/ijerph14020205

Table 8.

Complex sample binary logistic regression estimating likelihood of perceived outcomes among secondary school students.

Model B 1 SE 2 χ2 3 df 4 p 5 OR 6 95% CI 7 Nagelkerke R2 C.A. 10
LL 8 UL 9
Eye Discomfort 0.03 57.1
Time Spent on Messaging −0.13 0.04 9.33 1 0.002 0.88 0.80 0.97
Time Spent on Browsing 0.18 0.06 8.10 1 0.004 1.20 1.04 1.38
Time Spent on Watching TV/movie 0.09 0.03 6.27 1 0.01 1.09 1.01 1.18
Time Spent on Leisure 0.07 0.06 1.52 1 0.22 1.08 0.94 1.23
Time Spent on Gaming −0.01 0.05 0.02 1 0.89 0.99 0.88 1.12
Musculoskeletal Discomfort 0.11 64.0
Time Spent on Browsing 0.31 0.09 12.75 1 <0.001 1.36 1.12 1.64
Time Spent on Watching TV/movie 0.25 0.04 36.39 1 <0.001 1.29 1.17 1.41
Time Spent on Gaming −0.19 0.06 11.37 1 0.001 0.83 0.73 0.94
Overall Time Spent 0.14 0.07 4.53 1 0.03 1.15 0.99 1.34
Time Spent on Posting −0.12 0.07 3.05 1 0.08 0.89 0.77 1.03
Overall Frequency 0.26 0.25 1.06 1 0.30 1.30 0.74 2.28
Frequency of Browsing −0.04 0.06 0.48 1 0.49 0.96 0.83 1.10
Time Spent on Messaging −0.04 0.08 0.26 1 0.61 0.96 0.80 1.15
Frequency of Leisure 0.02 0.09 0.06 1 0.80 1.02 0.83 1.26
Frequency of Messaging 0.02 0.09 0.05 1 0.82 1.02 0.83 1.26
Time Spent on Study −0.001 0.07 0.00 1 0.99 1.00 0.86 1.17
Sleep Deprivation 0.14 65.4
Age 0.20 0.04 22.17 1 <0.001 1.23 1.11 1.35
Time Spent on Watching TV/movie 0.25 0.06 19.70 1 <0.001 1.28 1.13 1.46
Frequency of Leisure 0.26 0.11 5.25 1 0.02 1.29 1.01 1.66
Overall Time Spent 0.13 0.06 5.06 1 0.02 1.14 1.00 1.29
Time Spent on Gaming −0.09 0.06 2.60 1 0.11 0.91 0.80 1.04
Time Spent on Posting −0.12 0.08 2.24 1 0.13 0.89 0.75 1.06
Time Spent on Messaging −0.07 0.05 2.09 1 0.15 0.94 0.84 1.04
Time Spent on Browsing 0.11 0.09 1.34 1 0.25 1.12 0.91 1.37
Frequency of Messaging −0.01 0.06 0.02 1 0.89 0.99 0.88 1.12
Frequency of Browsing −0.002 0.03 0.01 1 0.94 1.00 0.93 1.07
Overall Frequency 0.01 0.14 0.001 1 0.97 1.01 0.73 1.38
Family Conflict 0.07 78.6
Time Spent on Watching TV/movie 0.22 0.06 12.47 1 <0.001 1.24 1.08 1.43
Frequency of Leisure 0.27 0.09 8.37 1 0.004 1.31 1.06 1.61
Time Spent on Messaging −0.16 0.06 7.35 1 0.01 0.85 0.75 0.97
Time Spent on Browsing 0.20 0.09 4.99 1 0.03 1.22 1.00 1.50
Time Spent on Gaming −0.09 0.05 2.79 1 0.10 0.91 0.81 1.03
Frequency of Browsing −0.05 0.05 1.18 1 0.28 0.95 0.85 1.06
Time Spent on Posting 0.08 0.10 0.74 1 0.39 1.09 0.88 1.34
Time Spent on Leisure 0.04 0.05 0.68 1 0.41 1.04 0.93 1.18
Cyberbullying Victimization 0.35 98.6
Time Spent on Posting 0.89 0.44 4.07 1 0.04 2.43 0.91 6.48
Time Spent on Gaming 0.43 0.34 1.63 1 0.20 1.54 0.72 3.29
Frequency of Watching TV/movie 0.14 0.14 1.01 1 0.32 1.15 0.85 1.56
Time Spent on Leisure −0.17 0.25 0.47 1 0.49 0.84 0.48 1.48
Time Spent on Messaging −0.04 0.18 0.06 1 0.81 0.96 0.65 1.42
Time Spent on Browsing −0.01 0.28 0.002 1 0.96 0.99 0.53 1.84

1 Log-odds. 2 Standard error of B value. 3 Adjusted Wald chi-squared. 4 Degrees of freedom. 5 p-value adjusted with sequential Bonferroni method. 6 Odds ratio. 7 95% confidence interval. 8 Lower limit if 95% CI. 9 Upper limit of 95% CI. 10 Classification accuracy in percentage.