TABLE 2.
Mean (SD) | α | 1. | 2. | 3. | 4. | 5. | 6. | 7. | |
1. Social | 2.75 (1.05) | 0.87 | – | ||||||
2. Escape | 2.31 (1.13) | 0.90 | 0.21** | – | |||||
3. Competition | 3.33 (1.12) | 0.88 | 0.27*** | 0.28*** | – | ||||
4. Coping | 3.03 (1.08) | 0.84 | 0.27*** | 0.62*** | 0.21** | – | |||
5. Skill development | 3.46 (1.08) | 0.90 | 0.51*** | 0.23** | 0.35*** | 0.43*** | – | ||
6. Fantasy | 2.85 (1.21) | 0.87 | 0.28*** | 0.61*** | 0.26*** | 0.61*** | 0.34*** | – | |
7. Recreation | 4.34 (0.71) | 0.76 | 0.19* | 0.24** | 0.18* | 0.42*** | 0.36*** | 0.39*** | – |
*p < 0.05; **p < 0.01; ***p < 0.001. Motives for playing online games were scored on a five-point Likert scale ranging from 1 to 5.