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. 2018 Jan 2;15(1):58. doi: 10.3390/ijerph15010058

Table 4.

Scores related to propensity to immersion according to the intensity of gambling alone/gambling on screens.

Immersion Variables CPGI NPb (n = 397) CPGI Ar (n = 19) CPGI Path (n = 8) Anova 1
Traditional Gambling
Anova 2
Gambling on Console and Mobile Screen
Anova 3
Gambling on Computer
Anova 4
Gambling on All Media Together
M. SD. M. SD. M. SD. F p F p F p F p
Immersion (QPI) 53.46 18.22 55.16 19.17 63.5 11.98 2.26 0.01 34.84 0.001 24.85 0.001 80.10 0.001
Focus 17.88 6.53 16.37 6.61 18.38 3.54 0.52 0.59 21.47 0.001 45.65 0.001 26.86 0.001
Implication 14.66 6.58 15.37 6.19 17 3.63 0.6 0.55 12.5 0.001 10.85 0.001 31.53 0.001
Emotion 11.96 5.84 11.47 4.34 14.13 3.36 0.63 0.53 23.69 0.001 25.98 0.001 26.45 0.001
Game 5.61 4.23 8.47 4.25 10.25 2.87 8.68 0.001 286.94 0.001 142.33 0.001 760.52 0.001

CPGI: Canadian Pathological Game Index, (NPb): Non-problematic; (Ar): At risk; (Path): Pathological; QPI: Immersion propensity questionnaire. Anova 2 with control of the variable “Intensity of practices on the Internet”. Anova 3 with control of the variable “Intensity of the practices of video games”. Anova 4 with control of the variable “Intensity of practices on mobile screens”. The significance threshold is the threshold p < 0.05.