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. 2021 Aug 3;12:708801. doi: 10.3389/fpsyg.2021.708801

TABLE 3.

Comparison of user profiles, SDQ, and PHQ-A according to the styles of in-game purchase.

Total (N = 335)
Non-purchase users (n = 232)
Planned purchase users (n = 56)
Unplanned purchase users (n = 47)
F Partial η2 Shaffer’s post hoc test (p < 0.05)
M SD M SD M SD M SD
Online gaming
Time spent (per weekday) 1.60 2.36 1.41 2.59 1.88 1.50 2.29 1.90 3.18* 0.02
Time spent (per weekend) 3.29 3.07 2.65 2.45 4.75 3.60 4.87 3.92 19.19** 0.11 Non < planned, unplanned
Monthly allowance (JPY) 2,347 1,242 2,319 1,277 2,390 977 2,400 1,370 0.11 <0.01
SDQ
Prosocial behavior 6.83 2.15 6.92 2.14 6.52 2.28 6.77 2.09 0.60 <0.01
Emotional symptoms 2.98 2.58 2.92 2.60 3.04 2.59 3.07 2.46 0.05 <0.01
Conduct problems 2.01 1.54 1.79 1.24 2.29 1.78 2.89 2.12 11.18** 0.07 Non < planned < unplanned
Hyperactivity/inattention 2.78 2.11 2.53 2.01 3.24 2.28 3.57 2.13 6.04** 0.04 Non < planned, unplanned
Peer problems 2.11 1.58 2.00 1.57 2.09 1.55 2.72 1.60 3.38* 0.02 Non, planned < unplanned
Total difficulties 9.88 5.74 9.23 5.36 10.69 5.98 12.19 6.85 5.54** 0.03 Non < unplanned
PHQ-A 4.71 4.76 4.19 4.29 5.61 4.98 5.89 6.00 3.89* 0.03

*p < 0.05, **p < 0.01, JPY = Japanese Yen (1,000 JPY = 9.12 USD).

SDQ = Strengths and Difficulties Questionnaire; PHQ-A = Patient Health Questionnaire for Adolescents.