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. 2019 Apr 29;10:273. doi: 10.3389/fpsyt.2019.00273

Table 4.

Standardized regression weights between online problem gaming and emotion regulation strategies after controlling for age, gender, and game preference.

Standardized β Significance R 2/Adjusted R 2 AIC
Main effects
Gender −.214 <.001 .205/.198 5,247.259
Age −.051 .045
Game genre preference −.189 <.001
CERQ Self-blame .081 .013
CERQ Acceptance −.018 .567
CERQ Rumination .078 .026
CERQ Positive Refocusing .077 .009
CERQ Planning .079 .016
CERQ Positive Reappraisal −.086 .011
CERQ Putting into perspective −.016 .599
CERQ Catastrophizing .079 .018
CERQ Other blame .142 <.001
Main effects + Interaction between gender and rumination
Gender −.005 .947 .210/.202 5,241.314
Age −.051 .042
Game genre preference −.187 <.001
CERQ Self-blame .083 .010
CERQ Acceptance −.018 .558
CERQ Rumination .138 .001
CERQ Positive Refocusing .076 .011
CERQ Planning .076 .020
CERQ Positive Reappraisal −.088 .009
CERQ Putting into perspective −.021 .508
CERQ Catastrophizing .082 .013
CERQ Other blame .134 <.001
Gender × CERQ rumination −.240 .005
Main effects + Interaction between gender and rumination + Interaction between game genre and other blame
Gender −.022 .777 .218/.209 5,230.381
Age −.047 .059
Game genre preference .017 .787
CERQ Self-blame .084 .009
CERQ Acceptance −.020 .509
CERQ Rumination .128 .002
CERQ Positive Refocusing .071 .016
CERQ Planning .070 .031
CERQ Positive Reappraisal −.085 .011
CERQ Putting into perspective −.020 .523
CERQ Catastrophizing .081 .014
CERQ Other blame .217 <.001
Gender × CERQ rumination −.222 .009
Game genre × CERQ other blame −.233 <.001

CERQ, Cognitive Emotion Regulation Questionnaire; Gender: 0, boys; 1, girls; game genre preference: 0 indicated preference for either shooter, role-player, or MOBA games, and 1 indicated preference for any other games; AIC, Akaike’s Information Criteria.