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. 2019 Sep 23;8(3):574–585. doi: 10.1556/2006.8.2019.55

Table 7.

Psychosocial differences between different types of male gamers at T1 and T2

T1 T2
Recreational (N = 692) Engaged (N = 309) Problematic (N = 26) Recreational (N = 468) Engaged (N = 216) Problematic (N = 15)
Life satisfaction 1 4.15 (0.58) 4.09 (0.59) 3.95 (1.02) 4.15 (0.56) 4.11 (0.59) 4.26 (0.66)
Impulsivity 1 1.92 (0.74)a 2.28 (0.76)b 2.76 (1.10)c 1.96 (0.77)a 2.19 (76)b 2.40 (0.73)b
Hyperactivity 1 2.14 (0.88)a 2.53 (0.94)b 3.07 (1.14)c 2.18 (0.88)a 2.47 (0.91)b 2.86 (0.79)b
Attention 1 2.16 (0.73)a 2.58 (0.74)b 2.78 (1.07)b 2.17 (0.72)a 2.48 (0.75)b 2.76 (0.84)b
Social competence 1 1.69 (0.70)a 1.84 (0.71)b 2.32 (0.92)c 1.66 (0.69)a 1.85 (0.67)b 2.08 (0.81)b
Life satisfaction 2 4.06 (0.78) 4.09 (0.62) 3.96 (1.07) 4.08 (0.75) 4.09 (0.60) 4.07 (0.85)
Impulsivity 2 1.99 (0.74)a 2.22 (0.71)b 2.56 (1.02)b 1.95 (0.74)a 2.27 (0.72)b 2.79 (1.16)c
Hyperactivity 2 2.17 (0.94)a 2.40 (0.89)b 2.70 (1.24)b 2.12 (0.92)a 2.49 (0.88)b 2.91 (1.19)b
Attention 2 2.29 (0.80)a 2.61 (0.74)b 2.38 (0.87)a 2.24 (0.79)a 2.66 (0.74)b 2.74 (0.68)b
Social competence 2 1.72 (0.72)a 1.75 (0.74)a 2.50 (0.82)b 1.63 (0.69)a 1.91 (0.73)b 2.58 (0.87)c

Note. Different subscripts mean significant differences between classes. Differences between all three classes are represented in bold.