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

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.