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. 2019 Jun 13;7:33. doi: 10.1186/s40359-019-0309-9

Fig. 2.

Fig. 2

Boxplot showing the main reason of video gaming and its relation to procrastination. There was a statistically significant difference with higher PPS scores for those who indicated playing games to escape reality or for stress reduction. Tukey’s post-hoc test revealed that “escape from reality” was different from all but the “stress” and “reward” respondents (break from everyday life vs escape: t = − 3.48, P = .011, d = − 1.314; competition vs escape: t = − 3.264, P = .022, d = − 1.608; entertainment vs escape: t = − 4.296, P = < .001, d = − 1.3; social vs escape: t = − 3.358, P = .016, d = 1.532)