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. 2018 Nov 21;9:2239. doi: 10.3389/fpsyg.2018.02239

Table 1.

A cross-lagged path model of the antecedents and consequences of gaming problems.

Standardized beta Model fit
Path A Path B Path C Path D χ2 (df = 8) CFI TLI RMSEA SRMR n
DEPRESSION
Boys 0.14** 0.07 0.03 0.01 115.33 0.907 0.674 0.114 0.050 963
Girls 0.13*** 0.12** 0.11** 0.12** 1,088
ANXIETY
Boys 0.11* 0.07 0.03 −0.02 93.93 0.936 0.776 0.102 0.042 963
Girls 0.07* 0.07* 0.05 0.05 1,088
LONELINESS
Boys 0.07 0.05 0.04 0.01 92.47 0.933 0.767 0.101 0.044 962
Girls 0.07 0.08 0.10* 0.08* 1,088
ALCOHOL
Boys −0.03 −0.05 −0.05 −0.06 76.62 0.938 0.784 0.091 0.038 963
Girls 0.01 0.01 −0.001 −0.04 1,087
VERBAL AGGRESSION
Boys 0.09* 0.02 0.04 −0.04 103.73 0.923 0.730 0.108 0.043 963
Girls 0.03 0.03 0.02 −0.003 1,088
PHYSICAL AGGRESSION
Boys 0.05 −0.03 0.05 0.05 87.91 0.938 0.782 0.099 0.040 963
Girls 0.04 0.06 0.08* 0.05 1,088

Mental health as consequences of gaming were tested in path A and path B, while mental health as antecedents of gaming were tested in path C and path D.

*

p < 0.05.

**

p < 0.01.

***

p < 0.001.