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. 2020 Sep 3;17(17):6429. doi: 10.3390/ijerph17176429

Table 2.

Regression coefficients for study variables and covariates over mediators and outcome.

Consequent
M1 (Game-Use Expectancies) M2 (Time Spent Gaming) Y (Internet Gaming Disorder)
Antecedent Coefficient SE p LLCI ULCI Coefficient SE P LLCI ULCI Coefficient SE p LLCI ULCI
need frustration 0.295 0.040 0.000 0.216 0.375 1.093 0.795 0.170. −0.470 2.665 0.162 0.026 0.000 0.111 0.214
use expectancies 2.920 0.864 0.001 1.223 4.617 0.199 0.029 0.000 0.142 0.256
time spent gaming 0.004 0.002 0.008 0.001 0.007
sex 1.784 0.818 0.030 0.176 3.391 11.52 15.29 0.451 −18.52 41.57 1.811 0.505 0.000 0.818 2.80
payment 2.255 0.797 0.005 0.690 3.820 31.01 14.94 0.039 1.639 60.37 1.338 0.496 0.007 0.363 2.31
age −0.083 0.039 0.031 −0.159 −0.008 0.213 0.072 0.768 −1.20 1.629 −0.021 0.024 0.369 −0.068 0.025
game genre 0.753 0.198 0.000 0.363 1.142 −0.777 3.74 0.836 −8.13 6.58 0.129 1.046 0.296 −0.114 0.373
constant 16.85 1.67 0.000 13.565 20.135 −54.70 34.30 0.113 −121.9 12.99 −6.28 1.13 0.000 −8.52 −4.05
R2 = 0.208
F (5, 464) = 24.44; p = 0.000
R2 = 0.060
F (6, 463) = 4.93; p = 0.000
R2 = 0.336
F (7, 462) = 33.44; p = 0.000