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. Author manuscript; available in PMC: 2019 Apr 1.
Published in final edited form as: Eur Child Adolesc Psychiatry. 2018 Jan 24;27(4):513–525. doi: 10.1007/s00787-018-1108-1

Table 2.

Rate of endorsement of latent class indicators in full sample (N=7865)a

Item Variable name n %
Symptom criteria
  Preoccupation preoccupation 999 12.8
  Escape escape 843 10.9
  Craving crave 828 10.6
  Felt you had played too long too long 823 10.6
  Ever tried to quit or limitb tried to limit
    …If tried to limit, was not successful can’t limit 1154 15.3
    …If tried to limit, was successful can limit 2686 35.6
    …Never tried to limit never limit 3697 49.1
  Cannot control gaming time loss of control 777 9.9
  Forgot something important because of gaming forgot 591 7.6
  Tolerance tolerance 540 6.9
  Cannot resist compulsion to play resist 485 6.2
  Withdrawal withdrawal 433 5.5
Problem criteria: Problems with…
…work/school P_wk/sch 1636 21.3
…neglecting leisure P_leis 1583 20.6
…family P_fam 1390 18.1
…health P_hlth 1243 16.2
…neglecting friends P_frnd 944 12.3
…money P_mon 476 6.2
(a)

An item was said to be endorsed if it was answered at the level of Often or Very Often.

(b)

Due to the binary wording of this question (“have you ever tried to limit”), this scale question was converted into the response types listed to appropriately capture the conditional nature of the question; the resulting three categories (could limit, can’t limit, never limit) were used in analysis. Of the original first part of that question, 4,054 participants (52.3%) answered that they had tried to limit gaming, and 798 participants (10.3%) answered at Often or Very Often.