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. 2019 May 23;8(2):295–305. doi: 10.1556/2006.8.2019.18

Table 5.

Comparison of the four latent classes

Regular gamers (n = 517) Low-risk gamers (n = 358) High-risk gamers (n = 194) Probable disordered gamers (n = 23)
Mean SE Mean SE Mean SE Mean SE
Salience-tolerance (mean = 1.97, SD = 0.81) 1.32a 0.02 2.26b 0.06 2.93c 0.04 3.97d 0.24
Mood modification (mean = 2.91, SD = 0.93) 2.50a 0.05 3.22b 0.04 3.33b 0.05 3.93c 0.15
Withdrawal (mean = 1.75, SD = 0.84) 1.11a 0.01 1.87b 0.04 2.92c 0.09 4.27d 0.15
Conflict (mean = 2.06, SD = 0.66) 1.66a 0.02 2.17b 0.04 2.79c 0.05 3.06c 0.24
Relapse (mean = 1.94, SD = 0.94) 1.20a 0.02 2.29b 0.07 2.99c 0.07 4.30d 0.20
IGD-20 Test 30.67a 0.25 46.52b 0.32 59.21c 0.38 76.66d 1.79
YIAT 29.77a 0.41 47.59b 0.59 59.34c 0.70 77.34d 3.20
Weekly game time 3.71a 0.30 8.64b 0.66 13.53c 1.25 20.71c 4.24
Weekly expensee 16.36 8.02 17.71 8.02 105.82 52.81 512.93 435.49
Age 16.12a 0.16 16.84b 0.20 17.39b 0.27 16.36ab 0.84
Gender 0.36a 0.02 0.60b 0.03 0.80c 0.03 0.68bc 0.10

Note. Mean values having different superscript letters (a–d) are different on at least p < .05 level according to the pairwise Wald test of mean equality for latent class predictors in mixture modeling. SD: standard deviation; SE: standard error; IGD-20 Test: 20-item Internet Gaming Disorder Test; YIAT: Young Internet Addiction Test. ein Chinese Yuan (CNY); 1 CNY ≈ 0.16 USD.