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. 2020 Apr 7;42:e2020016. doi: 10.4178/epih.e2020016

Table 1.

General characteristics of 1,532 first-year middle school students in Korea

Variables n (%) or mean±SD
Gender
 Boys 1,036 (67.6)
 Girls 496 (32.4)
Depressive symptoms 8.3±7.2
Aggression1 55.3±17.0
Average online-game time (hr/d)
 ≥2 477 (31.1)
 <2 1,055 (68.9)
Family type
 Non-intact family 138 (9.0)
 Intact family 1,394 (91.0)
Social economic statue
 Low 1,081 (70.6)
 High 451 (29.4)
Game genres2
 Role playing game 608 (39.7)
 Shooting game 669 (43.7)
 Multiplayer online battle arena 599 (39.1)
 Simulation game 636 (41.5)
 Arcade game 1,001 (65.3)
 Sports game 371 (24.2)
 Action game 72 (4.7)
Risk of Internet gaming disorder
 High3 154 (10.1)
 Low4 1,378 (89.9)
1

Aggression score range: 27-135.

2

Multiple answer available.

3

High risk indicates 10 or higher scores in Internet Gaming Use-Elicited Symptom Screen.

4

Low risk indicates less than 10 in Internet Gaming Use-Elicited Symptom Screen.