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. 2021 Feb 9;9(2):186. doi: 10.3390/healthcare9020186

Table 3.

Differences by grade in substance use and leisure habits (N = 1298).

Grade Alcohol Tobacco Cannabis Cocaine Internet * VR Games MMORPG
Consumption per Month Consumption +5 days/week
1 15 (4.7%) 13 (4.1%) 7 (2.2%) 1 (0.3%) 151 (47.3%) 52 (16.3%) 11 (3.4%)
2 31 (8.7%) 28 (7.8%) 7 (2.0%) 3 (0.8%) 248 (69.3%) 64 (17.9%) 13 (3.6%)
3 55 (16.2%) 36 (10.6%) 9 (2.6%) - 257 (75.6%) 56 (16.5%) 17 (5%)
4 77 (27.5%) 33 (11.8%) 13(4.6%) - 236 (83.9%) 41 (14.6%) 6 (2.1%)
Total 178
(13.7%)
110
(8.5%)
36
(2.8%)
4
(0.3%)
892
(68.7%)
213
(16.4%)
47
(3.6%)
X 2 76.29 14.06 4.93 5.18 120.45 14.09 10.56
p <0.001 0.003 0.177 0.159 <0.001 0.295 0.567

* Use of social Networks or Internet; VR: Virtual reality; MMORPG: Massive Multiplayer Online Role-Playing Game; X2: Chi square; p: p value.