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. 2022 Jan 5;147:313–323. doi: 10.1016/j.jpsychires.2022.01.004

Fig. 2.

Fig. 2

A) Time per day (percent of responses) and B) mean time per day spent on social media and video games before, during and after the lockdown in patients with internalizing disorders (ID) and other psychiatric disorders (non-ID). Note. A) None of the group comparisons on item level was significant. B) MANOVA social media mean time per day: time effects F2/175 = 22.321***; group by time: n.s.; group effects: n.s., time contrasts: T1 < T2, T2 >T3, T1<T3. MANOVA gaming mean time per day: time effect F2/175 = 17.169***; time by group n.s.; group effects n.s.; time contrasts T1<T2; T2>T3, T3>T1. T1 = before Lockdown, T2 = Lockdown; T3 = last 2 weeks. LD = Lockdown, n.s. = non significant, *** = p < 0.001.