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

Table 4.

Regression analysis showing consequences of being “engaged gamer,” “problem gamer” and “addicted gamer,” compared to the contrast group with 1 year intervals between the measures.

STANDARDIZED REGRESSION COEFFICIENTS (STDY)
T1–T2 T2–T3 T1–T3
DEPRESSION
Engaged 0.13 0.30 0.38*
Problem 0.42*** 0.12 0.33***
Addicted 0.52 0.33 0.58**
ANXIETY
Engaged 0.04 0.07 0.19
Problem 0.15 0.15 0.13
Addicted 0.24 −0.04 0.38**
LONELINESS
Engaged 0.15 0.29 0.06
Problem 0.30** 0.14 0.30**
Addicted 0.11 −0.06 0.08
ALCOHOL CONSUMPTION
Engaged −0.07 0.26 −0.02
Problem −0.01 −0.22 −0.02
Addicted −0.08 −0.26 −0.01
VERBAL AGGRESSION
Engaged 0.10 0.01 0.25
Problem 0.19* −0.03 0.11
Addicted 0.21 0.08 −0.15
PHYSICAL AGGRESSION
Engaged 0.09 −0.04 0.11
Problem 0.06 −0.01 0.13
Addicted −0.18 0.38 −0.12

Gender, former level of gaming category, and former level of outcome variable is controlled for in all analyses.

*

p < 0.05,

**

p < 0.01,

***

p < 0.001.