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. 2022 Feb 10;131:107232. doi: 10.1016/j.chb.2022.107232

Table 3.

Bivariate correlations between all variables in study 1.

Variable 1 2 3 4 5 6 7 8 9
1. In-Game Need Satisfaction .110 .122 .654∗∗ .366∗∗ -.044 .109 .287∗∗ .107
2. Important Life Domain NS .110 -.614∗∗ .067 -.088 .508∗∗ .445∗∗ -.135 -.344∗∗
3. Important Life Domain NF .122 -.614∗∗ .132 .359∗∗ -.528∗∗ -.399∗∗ .286∗∗ .605∗∗
4. Harmonious Passion .654∗∗ .067 .132 .317∗∗ -.045 .075 .159 .150
5. Obsessive Passion .366∗∗ -.088 .359∗∗ .317∗∗ -.193∗∗ -.033 .656∗∗ .260∗∗
6. Satisfaction with Life -.044 .508∗∗ -.528∗∗ -.045 -.193∗∗ .508∗∗ -.214∗∗ -.557∗∗
7. Vitality .109 .445∗∗ -.399∗∗ .075 -.033 .508∗∗ -.095 -.491∗∗
8. Problematic Videogame Play .287∗∗ -.135 .286∗∗ .159 .656∗∗ -.214∗∗ -.095 .187∗∗
9. Psychological Distress .107 -.344∗∗ .605∗∗ .150 .260∗∗ -.557∗∗ -.491∗∗ .187∗∗

N = 212. ∗∗ correlation significant at the 0.01 level (2 tailed). correlation significant at the 0.05 level (2 tailed). NS = Need Satisfaction. NF = Need frustration.