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. 2021 Sep 6;8:e35. doi: 10.1017/gmh.2021.34

Table 3.

Results of ordinal regression model

Variable Level Coefficient Odds ratio p value 95% CI of coefficient
Lower bound Upper bound
Addiction Mild −3.791 0.0001 −5.295 −2.288
Moderate −1.673 0.028 −3.163 −0.183
Age 0.055 1.057 0.027 0.006 0.103
Smartphone use starting age −0.071 0.932 0.000 −0.111 −0.031
Sex Male 0.255 1.290 0.008 0.068 0.443
Female (Ref.)
University Jahangirnagar University 0.218 1.244 0.030 0.021 0.416
North South University 0.337 1.401 0.007 0.094 0.581
University of Asia Pacific (Ref.)
Way of getting smartphone From family −0.131 0.877 0.196 −0.331 0.068
Self-income (Ref.)
Playing mobile game is more comfortable than hang out with friends Strongly disagree −0.195 0.823 0.571 −0.870 0.480
Disagree −0.080 0.923 0.811 −0.737 0.577
Neither agree nor disagree 0.191 1.210 0.580 −0.485 0.866
Agree 0.130 1.139 0.711 −0.555 0.815
Strongly agree (Ref.)
Feeling more comfortable in a virtual game environment than in outdoor game/social relationship Strongly disagree 0.092 1.096 0.752 −0.477 0.660
Disagree −0.210 0.811 0.456 −0.761 0.342
Neither agree nor disagree −0.172 0.842 0.559 −0.751 0.406
Agree −0.162 0.850 0.580 −0.736 0.412
Strongly agree (Ref.)
Play mobile games when feeling isolated Strongly disagree −0.938 0.391 <0.001 −1.430 −0.446
Disagree −0.856 0.425 <0.001 −1.238 −0.475
Neither agree nor disagree −0.540 0.583 0.003 −0.900 −0.179
Agree −0.491 0.612 0.003 −0.818 −0.163
Strongly agree (Ref.)
Playing mobile games to cope with the new game/updated version of game Strongly disagree −0.454 0.635 0.144 −1.062 0.154
Disagree −0.118 0.889 0.676 −0.671 0.436
Neither agree nor disagree −0.455 0.635 0.101 −0.998 0.089
Agree −0.289 0.749 0.284 −0.818 0.239
Strongly agree (Ref.)
Playing mobile games for a long time to become a master of game Strongly disagree −0.900 0.407 0.002 −1.463 −0.338
Disagree −0.542 0.582 0.038 −1.055 −0.029
Neither agree nor disagree −0.067 0.935 0.804 −0.593 0.460
Agree 0.133 1.142 0.610 −0.379 0.645
Strongly agree (Ref.)
Playing mobile games for the main reason of entertainment Yes 0.246 1.279 0.007 0.068 0.425
No (Ref.)
Duration of playing mobile games <1 h −1.448 0.235 <0.001 −1.997 −0.898
1–2 h −1.039 0.354 <0.001 −1.587 −0.491
3–4 h −1.065 0.345 <0.001 −1.635 −0.494
4–5 h −0.723 0.485 0.020 −1.334 −0.112
5–6 h −0.188 0.829 0.651 −1.003 0.627
6–8 h (Ref.)
Playtime 6:00–12:00 h −0.054 0.947 0.771 −0.416 0.309
12:00—18:00 h −0.423 0.655 0.002 −0.692 −0.153
18:00–0:00 h −0.312 0.732 0.008 −0.542 −0.083
0:00–6:00 h −0.206 0.812 0.127 −0.471 0.059
12:00–18:00 and 0:00–6:00 h (Ref.)
Negative impact on academic performance due to playing excessive mobile game Strongly disagree −0.962 0.382 <0.001 −1.343 −0.581
Disagree −0.774 0.461 <0.001 −1.116 −0.432
Neither agree nor disagree −0.454 0.635 0.010 −0.800 −0.108
Agree −0.079 0.924 0.652 −0.422 0.264
Strongly agree (Ref.)
Model fitting information
Cox and Snell R2 0.68
Omnibus Tests of Model Coefficients 516.38***
Cohen's κ 0.43***
Sensitivity 72.16
Specificity 65.99
Test of parallel lines
χ2 127.50***

Ref., reference category; CI, confidence interval; *p < 0.05, **p < 0.01, ***p < 0.001.