Table 4.
Focal Videogame predictor: Involvement | Beta | t | Sig. | R2 | Covariates included in all models |
---|---|---|---|---|---|
VI*GSC → ED | -.076 | -2.165 | .031 | .59 | Education, Age, Sex, Game Genres (Sports MOBA, games), MMORPGs, Weekly FPS, Hours RTS, BR, of play, PG moderators and GSC, GAC, Grel, GEC when not moderators |
VI*GAC → ED | -.016 | -.444 | .656 | .34 | |
VI*GRel → ED | .103 | 2.323 | .020 | .35 | |
VI*GEC → ED | .001 | .040 | .968 | .34 | |
Focal Predictor: Problematic Gaming | |||||
PG*GSC → ED | -.114 | -1.504 | .133 | .35 | Education, Age, Sex, Game Genres (MOBA, MMORPGs, FPS, RTS, BR, Sports games), Weekly Hours of play, VI moderators and GSC, GAC, Grel, GEC when not moderators |
PG*GAC → ED | .102 | 1.246 | .213 | .34 | |
PG*GRel → ED | .243 | 2.406 | .016 | .35 | |
PG*GEC → ED | .070 | .923 | .356 | .34 |
Notes. VI=Videogame Involvement; PG=Problematic Gaming; GSC= Gaming Social Compensation; GAC=Gaming Achievement Compensation; GRel=Gaming Relaxation; GEC=Gaming Emotional Coping; ED=Emotional Distress
*Results reported in the table only refer to the COVID group; all Pre-COVID group models tested were non-significant.