TABLE 2.
Associations between reasons for playing video games and psychological functioning.
| Reasons for playing | ||||||||||
|
rpart |
||||||||||
| AMUSE | DISTR | STORY | RELAX | IMAGI | REAL | SOCIAL | TALK | AVATA | CURIO | |
| General psychopathology | 0.07∗∗ | 0.26∗∗∗ | 0.04+ | 0.01 | 0.09∗∗∗ | 0.08∗∗∗ | 0.06∗∗ | 0.13∗∗∗ | 0.09∗∗∗ | 0.09∗∗∗ |
| Coping | ||||||||||
| Self-distraction | 0.08∗∗∗ | 0.15∗∗∗ | 0.09∗∗∗ | 0.07∗∗∗ | 0.19∗∗∗ | 0.09∗∗∗ | –0.01 | 0.11∗∗∗ | 0.05* | 0.13∗∗∗ |
| Denial | 0.04* | 0.15∗∗∗ | –0.02 | 0.01 | 0.08∗∗∗ | 0.13∗∗∗ | 0.07∗∗∗ | 0.18∗∗∗ | 0.09∗∗∗ | 0.04* |
| Substance use | 0.04+ | 0.13∗∗∗ | –0.01 | –0.01 | –0.03 | 0.01 | 0.02 | 0.04* | 0.08∗∗∗ | 0.04+ |
| Venting | 0.04* | 0.12∗∗∗ | 0.03 | 0.02 | 0.06∗∗ | 0.08∗∗∗ | 0.01 | 0.10∗∗∗ | 0.08∗∗∗ | 0.06∗∗ |
| Self-blame | 0.07∗∗∗ | 0.18∗∗∗ | 0.02 | 0.02 | 0.04+ | 0.00 | 0.03 | 0.06∗∗ | 0.06∗∗ | 0.06∗∗ |
| Behavioral disengagement | 0.08∗∗∗ | 0.16∗∗∗ | 0.03+ | –0.02 | 0.05∗∗ | 0.05* | 0.02 | 0.12∗∗∗ | 0.08∗∗∗ | 0.07∗∗∗ |
| Acceptance | 0.09∗∗∗ | 0.10∗∗∗ | 0.03 | 0.07∗∗∗ | 0.02 | 0.04+ | 0.02 | 0.07∗∗∗ | 0.05∗∗ | 0.06∗∗ |
| Active coping | −0.04* | –0.10∗∗∗ | 0.06∗∗ | 0.06∗∗ | 0.07∗∗∗ | 0.07∗∗∗ | 0.03 | –0.00 | 0.02 | 0.08∗∗∗ |
| Planning | –0.05∗∗ | –0.09∗∗∗ | 0.06∗∗ | 0.05∗∗ | 0.06∗∗ | 0.06∗∗ | 0.05* | 0.00 | 0.02 | 0.09∗∗∗ |
| Positive reframing | −0.04* | –0.05∗∗ | 0.06∗∗ | 0.07∗∗∗ | 0.11∗∗∗ | 0.11∗∗∗ | 0.06∗∗ | 0.06∗∗ | 0.04* | 0.13∗∗∗ |
| Affect | ||||||||||
| Positive affect in general | –0.06∗∗ | –0.10∗∗∗ | –0.01 | 0.05* | 0.05* | 0.10∗∗∗ | 0.08∗∗∗ | 0.00 | –0.00 | 0.07∗∗∗ |
| Negative affect in general | 0.04+ | 0.20∗∗∗ | 0.05* | 0.01 | 0.08∗∗∗ | 0.06∗∗ | –0.01 | 0.08∗∗∗ | 0.09∗∗∗ | 0.09∗∗∗ |
| Positive affect while playing | 0.07∗∗ | 0.09∗∗∗ | 0.13∗∗∗ | 0.19∗∗∗ | 0.21∗∗∗ | 0.19∗∗∗ | 0.20∗∗∗ | 0.15∗∗∗ | 0.19∗∗∗ | 0.20∗∗∗ |
| Negative affect while playing | 0.07∗∗ | 0.16∗∗∗ | 0.00 | 0.00 | 0.05∗∗ | 0.10∗∗ | 0.07∗∗∗ | 0.15∗∗∗ | 0.13∗∗∗ | 0.13∗∗∗ |
| Shyness | 0.09∗∗∗ | 0.15∗∗∗ | 0.10∗∗∗ | 0.02 | 0.08∗∗∗ | 0.03 | –0.03 | 0.06∗∗ | 0.05∗∗ | 0.05∗∗ |
| Loneliness | 0.07∗∗∗ | 0.18∗∗∗ | 0.00 | –0.06∗∗ | 0.02 | –0.01 | 0.02 | 0.09∗∗∗ | 0.01 | 0.04+ |
| Preference for solitude | 0.07∗∗ | 0.16∗∗∗ | 0.13∗∗∗ | 0.15∗∗∗ | 0.14∗∗∗ | 0.07∗∗∗ | –0.03 | 0.04* | 0.10∗∗∗ | 0.10∗∗∗ |
| Life satisfaction | −0.04* | –0.19∗∗∗ | –0.01 | 0.04* | –0.02 | –0.00 | 0.01 | −0.04* | –0.00 | –0.01 |
| Self-esteem | −0.04+ | –0.21∗∗∗ | −0.05* | 0.02 | –0.05∗∗ | 0.00 | 0.00 | –0.09∗∗∗ | –0.07∗∗ | −0.04* |
| Self-efficacy | –0.03 | –0.15∗∗∗ | −0.05* | 0.04* | –0.00 | 0.05∗∗ | 0.09∗∗∗ | –0.08∗∗∗ | –0.02 | 0.00 |
| Social Support | −0.05* | –0.12∗∗∗ | –0.01 | 0.05∗∗ | 0.00 | –0.01 | 0.01 | −0.04* | −0.04+ | –0.03 |
| Friends and acquaintances offline | –0.07∗∗∗ | –0.07∗∗∗ | –0.12∗∗∗ | −0.04* | –0.09∗∗∗ | 0.01 | 0.09∗∗∗ | 0.01 | −0.04* | –0.08∗∗∗ |
| Friends and acquaintances online | 0.03 | 0.03+ | –0.06∗∗ | 0.02 | 0.04+ | 0.14∗∗∗ | 0.42∗∗∗ | 0.12∗∗∗ | 0.06∗∗ | –0.02 |
| Grade point average | 0.06∗∗ | 0.12∗∗∗ | 0.03 | 0.03 | 0.04* | 0.03 | 0.07∗∗∗ | 0.09∗∗∗ | 0.10∗∗∗ | 0.07∗∗ |
Ns ranged from 2,712 to 2,727. Reasons for playing were assessed on a Likert scale ranging from 1 (never) to 4 (very often) and were coded as follows: AMUSE, amusement; DISTR, distraction; STORY, storyline; RELAX, relaxation; IMAGI, stimulation of imagination; REAL, improvement of real-life abilities; SOCIAL, social relationships in the virtual world; TALK, have something to talk about; AVATA, improving the abilities of the avatar; CURIO, curiosity. Grade point average: higher values reflect poorer school performance. Partial correlations (rpart, controlled for sex and age) are presented. Partial correlations (controlled for sex and age) with the AICA-S: rpart = 0.21∗∗∗ for AMUSE, rpart = 0.32∗∗∗ for DISTR, rpart = 0.02 for STORY, rpart = 0.13∗∗∗ for RELAX, rpart = 0.12∗∗∗ for IMAGI, rpart = 0.16∗∗∗ for REAL, rpart = 0.29∗∗∗ for SOCIAL, rpart = 0.21∗∗∗ for TALK, rpart = 0.28∗∗∗ for AVATA, rpart = 0.08∗∗∗ for CURIO. +p < 0.10, *p < 0.05, ∗∗p < 0.01, and ∗∗∗p < 0.001.