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. 2021 Feb;18(1):65–74. doi: 10.36131/cnfioritieditore20210106

Table 4.

Moderated Regressions tested in pre-COVID and COVID groups*

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.