Skip to main content
. 2021 Aug 12;21:1547. doi: 10.1186/s12889-021-11394-4

Table 3.

Analysis of variance of the three groups of participants regarding free-time activities, life satisfaction, mental health, parent-child relationship and self-control

Non-gamers Low risk gamers High risk gamers ANOVA
Mean (SD) Mean (SD) Mean (SD) F p Post hoc
Free-time activities
 Time spent with friends 3.94 (0.95) 3.84 (0.92) 3.78 (1.32) 1.126 0.325
 Watch TV 2.96 (1.06) 3.10 (0.96) 3.39 (1.13) 3.792 0.023
 Play video games on computer/tablet/phone 1.02 (0.72) 3.12 (1.08) 4.27 (0.87) 112.456 < 0.001 c > b > a
 Engage in social media 3.30 (1.34) 3.25 (1.25) 3.69 (1.38) 2.620 0.073
 Read books 2.50 (1.39) 2.38 (1.12) 2.03 (1.19) 3.134 0.044
 Attend a music school or a choir 2.19 (1.67) 1.78 (1.39) 2.10 (1.62) 6.603 0.001 a > b
 Sports activities 3.61 (1.30) 3.80 (1.19) 3.80 (1.20) 1.863 0.156
Perceived life satisfaction 7.69 (2.25) 8.07 (1.99) 7.29 (3.07) 4.842 0.008
Perceived mental health 3.76 (1.11) 3.94 (1.04) 3.71 (1.55) 2.774 0.063
Parent-child relationship: My parents
 sum of all parent-child items 15.56 (3.81) 15.63 (3.46) 14.07 (4.39) 4.199 0.015
 and I try to spend much time together 3.75 (1.09) 3.81 (1.02) 3.49 (1.33) 2.244 0.107
 always treat me with love and affection 3.61 (1.17) 3.64 (1.16) 3.29 (1.29) 1.949 0.143
 and I have frequent conversations 4.07 (1.05) 3.98 (1.01) 3.60 (1.37) 3.796 0.023
 and I understand each other well 4.11 (1.05) 4.21 (0.99) 3.72 (1.32) 5.648 0.004 b > c
Overall self-control level 18.25 (6.15) 18.56 (5.94) 25.49 (8.33) 28.496 < 0.001 a > c, b > c

Scales: free-time activities from 1(‘never’) to 5 (‘almost always/always’); perceived life satisfaction from 1 (‘completely dissatisfied’) to 10 (‘totally satisfied’); perceived mental health from 1 (‘bad’) to 5 (‘excellent’); parent-child relationship from 1 (‘very untrue’) to 5 (‘very true’): higher value means more favourable relationship and self-control as a sum of seven self-control variables reversed ranging from 7 (strong self control) to 35 (lowest possible self control)

a: Non gamers; b: Low risk gamers; c: High risk gamers; Post hoc: Games-Howell