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. 2017 Feb 21;46(4):884–897. doi: 10.1007/s10964-017-0646-z

Fig. 2.

Fig. 2

Model testing the associations between gaming frequency, violent gaming, and psychosocial health. SDQ Strengths and Difficulties Questionnaire, Gaming gaming frequency in hours reported by children. Highlighted path reflects hypothesized path. Not depicted: Gender, child’s age, and parental level of education were included as control variables; correlations among predictor and among outcomes are included in the model. This model was run twice, each using a different SDQ subscale, once with the conduct problems subscale and once with the prosocial behavior subscale