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. 2018 Feb 28;7(1):70–78. doi: 10.1556/2006.7.2018.16

Table 2.

Prevalence and trends of predictors of IGD in Lebanese high-school students (N = 524)

IGDG RIGDG CGG Total
%
Prevalence 9.2 35.7 55.1 100
Hours/day
Average Internet gaming playtime
 Weekdays (SD) 3.6 (1.9) 2.5 (1.4) 1.7 (1.2) 2.2 (1.4)
 Weekends (SD) 8.1 (3.8) 5.9 (3.5) 3.4 (2.1) 4.7 (3.3)
%
Offline versus online Internet gaming playtime (within group)
 Offline 11.1 42.9 53.7 45.9
 Online 88.9 45.7 38.9 45.9
 Both 0.0 11.4 7.4 8.2
Hours/night
Sleep duration (SD) 4.9 (2.7) 6.9 (1.6) 7.1 (1.5) 6.9 (1.7)
%
Sleep disturbance (within group)
 Sometimes 100.0 42.9 13.0 31.6
 Never 0.0 57.1 87.0 68.4
$
Monthly spending on Internet gaming
 Average (SD) 74.4 (110.3) 20.25 (25.9) 12.4 (40.1) 21.9 (51.5)
 Range 0–350 0–100 0–250 0–350
Grade point average out of 20
Academic achievement
 Average (SD) 10.5 (3.1) 12.1 (3.2) 13.4 (2.8) 12.7 (3.1)
%
Platforms of Internet gaming (within group)
 Mobile phones 88.9 97.1 87.0 90.8
 Computers 55.6 71.4 63.0 65.3
 Game consoles 55.6 65.7 66.7 65.3
 Tablets 33.3 68.6 64.8 63.3

Note. SD: standard deviation; IGDG: group of participants identified with Internet gaming disorder; RIGDG: group of participants identified at-risk of Internet gaming disorder; CGG: Group of participants identified as casual players.