Table 7.
Pearson’s correlation coefficients and P values among the video gaming attitude measures (n=88).
| Variable | Violent catharsis | Violent reward | Social interaction | Escapism | Loss aversion | Customization | Grinding | Autonomy | |
| Story | |||||||||
|
|
r | 0.23a | 0.22a | 0.37b | 0.28b | –0.05 | 0.33b | 0.30b | 0.38b |
|
|
P value | .03 | .04 | <.001 | .008 | .67 | .002 | .004 | <.001 |
| Violent catharsis | |||||||||
|
|
r | —c | 0.44b | 0.32b | 0.40b | 0.46b | 0.40b | 0.53b | 0.39b |
|
|
P value | — | <.001 | .003 | <.001 | <.001 | <.001 | <.001 | <.001 |
| Violent reward | |||||||||
|
|
r | — | — | 0.20 | 0.26a | 0.24a | 0.21a | 0.31b | 0.17 |
|
|
P value | — | — | .06 | .02 | .02 | .05 | .004 | .11 |
| Social interaction | |||||||||
|
|
r | — | — | — | 0.40b | 0.20 | 0.54b | 0.52b | 0.38b |
|
|
P value | — | — | — | <.001 | .06 | <.001 | <.001 | <.001 |
| Escapism | |||||||||
|
|
r | — | — | — | — | 0.53b | 0.44b | 0.52b | 0.59b |
|
|
P value | — | — | — | — | <.001 | <.001 | <.001 | <.001 |
| Loss aversion | |||||||||
|
|
r | — | — | — | — | — | 0.30b | 0.48b | 0.38b |
|
|
P value | — | — | — | — | — | .005 | <.001 | <.001 |
| Customization | |||||||||
|
|
r | — | — | — | — | — | — | 0.60b | 0.50b |
|
|
P value | — | — | — | — | — | — | <.001 | <.001 |
| Grinding | |||||||||
|
|
r | — | — | — | — | — | — | — | .74b |
|
|
P value | — | — | — | — | — | — | — | <.001 |
aThe correlation is significant at a significance level of .05 (two-tailed).
bThe correlation is significant at a significance level of .01 (two-tailed).
cNot applicable.