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. 2018 Feb 2;5(1):2055102918755046. doi: 10.1177/2055102918755046

Table 5.

Game usage pattern and binary logistic regression analysis for risk of smartphone addiction.

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.

a

Won = Korean money, 1000 won equals ca. US$0.87.

*

p < 0.05; ***p < 0.001.