Table 5.
Categories | Risk group for smartphone addiction (n = 563) |
Normal user group (n = 1261) |
χ2/t | OR (95% CI) |
---|---|---|---|---|
n (%) | n (%) | |||
Awareness of a game overuse | ||||
Yes (agree + strongly agree) | 90 (16.1) | 204 (16.4) | 14.037*** | 1 |
No (disagree + strongly disagree) | 367 (83.9) | 1046 (83.7) | 1.03 (0.78, 1.36) | |
Time slot of gaming | ||||
Early morning (00:00 a.m. to 06:00 a.m.) | 3 (0.5) | 13 (1.0) | 74.967 | 1 |
Preparation for school (06:00 a.m. to 09:00 a.m.) | 103 (18.5) | 225 (18.0) | 1.99 (0.56, 7.15) | |
In the morning (09:00 a.m. to 12:00 p.m.) | 9 (1.6) | 11 (0.9) | 0.97 (0.73, 1.30) | |
Lunch time (12:00 p.m. to 01:00 p.m.) | 55 (9.9) | 103 (8.2) | 0.52 (0.21, 1.29) | |
Afternoon (01:00 p.m. to 04:00 p.m.) | 6 (1.1) | 31 (2.5) | 0.82 (0.57, 1.19) | |
After school (04:00 p.m. to 08:00 p.m.) | 160 (28.7) | 366 (29.3) | 2.65 (1.07, 6.53)* | |
At night (08:00 p.m. to 12:00 a.m.) | 221 (39.7) | 501 (40.1) | 1.03 (0.80, 1.32) | |
Purpose of game use | ||||
Fun | 308 (67.6) | 787 (66.1) | 19.932*** | 1 |
Stress reduction | 232 (45.4) | 585 (49.7) | 0.93 (0.18, 4.78) | |
Passing time/nothing to do | 145 (28.2) | 355 (30.0) | 1.13 (0.22, 5.96) | |
Communication with others | 119 (23.2) | 282 (24.1) | 0.70 (0.14, 3.59) | |
Habitually | 79 (15.2) | 157 (13.3) | 0.60 (0.11, 3.10) | |
Achieving a target level | 63 (12.3) | 139 (10.9) | 0.81 (0.16, 4.24) | |
Frequency of using PC room | ||||
3 or 4 times in a week | 53 (9.5) | 143 (11.4) | 30.307*** | 1 |
Once in a week | 77 (13.8) | 163 (13.0) | 0.82 (0.57, 1.18) | |
Once in a month | 108 (19.4) | 196 (15.7) | 0.67 (0.48, 0.93)* | |
3 or 4 times in a year | 147 (26.4) | 224 (17.9) | 0.60 (0.45, 0.81)*** | |
Never | 172 (30.9) | 524 (41.9) | 0.50 (0.38, 0.66)*** | |
Expenditure for using PC room in a month (unit: wona) | 8.72 (10.77) | 10.93 (12.40) | ‒2.96*** |
OR: odds ratio; CI: confidence interval.
Won = Korean money, 1000 won equals ca. US$0.87.
p < 0.05; ***p < 0.001.