TABLE 4.
Prediction of potentially problematic video game use by psychological functioning variables.
| Beta | p | ||
| 1 | Constant | < 0.001 | |
| Sex | 0.16∗∗∗ | < 0.001 | |
| Age | –0.14∗∗∗ | < 0.001 | |
| 2 | Constant | < 0.01 | |
| Sex | 0.11∗∗∗ | < 0.001 | |
| Age | –0.10∗∗∗ | < 0.001 | |
| General psychopathology | 0.15∗∗∗ | < 0.001 | |
| Coping | |||
| Self-distraction | 0.01 | 0.55 | |
| Denial | 0.03 | 0.11 | |
| Substance use | 0.04* | 0.02 | |
| Venting | −0.04* | 0.04 | |
| Self-blame | 0.06∗∗ | < 0.01 | |
| Behavioral disengagement | 0.01 | 0.56 | |
| Acceptance | 0.06∗∗ | < 0.01 | |
| Active coping | –0.02 | 0.47 | |
| Planning | –0.07∗∗ | < 0.01 | |
| Positive reframing | 0.00 | 0.98 | |
| Affect | |||
| Positive affect in general | –0.08∗∗∗ | < 0.001 | |
| Negative affect in general | –0.04 | 0.11 | |
| Positive affect while playing | 0.20∗∗∗ | < 0.001 | |
| Negative affect while playing | 0.09∗∗∗ | < 0.001 | |
| Shyness | 0.01 | 0.75 | |
| Loneliness | –0.02 | 0.27 | |
| Preference for solitude | 0.08∗∗∗ | < 0.001 | |
| Life satisfaction | –0.01 | 0.68 | |
| Self-esteem | −0.06* | 0.03 | |
| Self-efficacy | 0.04 | 0.12 | |
| Social support | –0.01 | 0.71 | |
| Friends and acquaintances offline | –0.12∗∗∗ | < 0.001 | |
| Friends and acquaintances online | 0.21∗∗∗ | < 0.001 | |
| Grade point average | 0.11∗∗∗ | < 0.001 | |
N = 2,732. R = 0.56, R2 = 0.30. Grade point average: higher values reflect poorer school performance.