Skip to main content
. 2020 Aug 5;11:1866. doi: 10.3389/fpsyg.2020.01866

TABLE 3.

Binary logistic regression models predicting plans to pursue a career as a professional esports player (N = 190).

Single-predictor model Multiple-predictor model


B SE OR (95% CI) Nagelkerke R2 B SE OR (95% CI)
Control variable
Age –0.05 0.03 0.95 (0.90; 1.00) 0.03 –0.06 0.03 0.94 (0.88; 1.00)
Motives for playing online games
Social 0.45 0.15 1.57 (1.16; 2.11)** 0.09 0.34 0.20 1.40 (0.95; 2.05)
Escape –0.10 0.14 0.91 (0.69; 1.19) 0.03 –0.05 0.21 0.95 (0.63; 1.44)
Competition 0.67 0.16 1.95 (1.44; 2.65)*** 0.17 0.66 0.17 1.94 (1.38; 2.72)***
Coping –0.19 0.15 0.82 (0.62; 1.10) 0.04 –0.51 0.25 0.60 (0.37; 0.99)*
Skill development 0.49 0.16 1.63 (1.20; 2.22)** 0.10 0.52 0.23 1.68 (1.07; 2.64)*
Fantasy –0.06 0.13 0.94 (0.73; 1.21) 0.03 –0.15 0.21 0.86 (0.58; 1.30)
Recreation 0.02 0.21 1.02 (0.67; 1.54) 0.03 –0.17 0.29 0.85 (0.48; 1.49)

Nagelkerke R2 of the model: 0.29

***p < 0.001; **p < 0.01; *p < 0.05; p = 0.05. SE, standard error; OR, odds ratio; CI, confidence interval. In single predictor models, motives for playing online games were entered separately in the regression analysis while controlling for age. Reference category is “players who have no plans to pursue a career as a professional esports player” coded as 0 (n = 118, 62.1% of the total sample).