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. 2019 Jul 26;10:1731. doi: 10.3389/fpsyg.2019.01731

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.