Skip to main content
. 2022 Feb 10;131:107232. doi: 10.1016/j.chb.2022.107232

Table 1.

Participant information for study 1 and 2.

Study 1 Study 2
Gender
n
Percentage

n
Percentage

Male 120 56.6% 248 75.4%
Female 84 39.6% 74 22.5%
Non-Binary 5 2.4% 5 1.5%
Prefer not to answer 2 .9% 2 .6%
No Response 1 .5%

Average videogame engagement
n
Percentage

n
Percentage

Play every day 146 68.9% 250 76.0%
Play at least once a week 59 27.8% 73 22.2%
Play at least once a month 7 3.3% 6 1.8%

Employment
n
Percentage

n
Percentage

Currently employed 171 80.7% 218 66.3%
Currently studying 88 41.5% 144 43.8%

Age (in years)
Range
M
SD
Range
M
SD
17–65 28.36 9.14 17–57 27.44 8.49

Weekly videogame engagement (in hours)
Range
M
SD
Range
M
SD
1–75 15.48 13.00 1–90 20.43 14.89

Participant information provided for both study 1 and 2 to allow for easy comparison. Study 1 N = 212. Study 2 N = 329. Participants were able to answer yes to both currently working and currently studying. Descriptive data analysed using SPSS version 27.