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. 2020 Aug 12;17(8):762–768. doi: 10.30773/pi.2019.0279

Table 2.

General characteristics of sample (N=273)

Variables N Diagnosis of Internet gaming disorder (IGD)*
p
Without IGD (N=228) IGD (N=45)
Sex 0.812
 Male 150 (54.9) 126 (55.3) 24 (53.3)
 Female 123 (45.1) 102 (44.7) 21 (46.7)
Age (mean±SD) 12.6±1.1 12.6±1.2 13.0±0.6 0.001
School 0.035
 Elementary school 31 (11.4) 30 (13.2) 1 (2.2)
 Middle school 242 (88.6) 198 (86.8) 44 (97.8)
Online game use (average) 0.001
 <2 hr/day 155 (66.8) 136 (71.6) 19 (45.2)
 ≥2 hr/day 77 (33.2) 54 (28.4) 23 (54.8)
Internet addiction <0.001
 Negative 249 (91.2) 223 (97.8) 26 (57.8)
 Positive 24 (8.8) 5 (2.2) 19 (42.2)
Depressive symptoms§ 0.001
 Negative 251 (91.9) 216 (94.7) 35 (77.8)
 Positive 22 (8.1) 12 (5.3) 10 (22.2)
ADHD symptomsǁ 0.001
 Negative 232 (86.2) 200 (89.3) 32 (71.1)
 Positive 37 (13.8) 24 (10.7) 13 (28.9)
TIGTOC score <0.001
 Mean±SD 1.8±2.1 1.3±1.6 4.1±2.9
 Median (range) 1 (0–9) 1 (0–8) 5 (0–9)

Data are presented as N (%).

*

psychiatrist or clinical psychologist diagnosed online gaming disorder based on the diagnostic criteria of Internet gaming disorder on DSM-5,

missing cases N=41,

total scores of 70 or over on Young’s Internet Addiction Test (IAT) were defined as positive,

§

total scores of 22 or over on the Children’s Depression Inventory (CDI) were defined as positive; Fisher’s exact test,

ǁ

data was collected from the parents of the subjects using the parent version of the Korean ADHD Rating Scales (K-ARS): total scores of 19 or over were defined as positive. Missing cases: N=4,

Three-Item Gaming disorder Test-Online-Centered. ADHD: attention deficit/hyperactivity disorder