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. 2020 Oct 7;113:106694. doi: 10.1016/j.addbeh.2020.106694

Table 2.

Descriptive statistics and Pearson product-moment correlations between main study variables.

Variable M (SD) 1 2 3 4 5 6
1. Problem gaming 2.68 (1.93)
2. Weekly gaming time 25.85 (8.55) 0.19**
3. Avatar identification (AI) 42.29 (15.18) 0.27** 0.02
4. AI: Similarity identification 14.79 (6.27) 0.16** -0.04 0.84**
5. AI: Embodied presence 14.47 (6.55) 0.20** 0.001 0.85** 0.56**
6. AI: Wishful identification 13.03 (5.56) 0.32** 0.09* 0.78** 0.49** 0.51**
7. Self-concept clarity 38.90 (10.05) −0.39** −0.07 −0.27* −0.12** −0.23** −0.33**

*p < .05; **p < .01.