Skip to main content
. 2022 Feb 14;10:812932. doi: 10.3389/fpubh.2022.812932

Table 2.

Associations between reported change in gaming and being physical inactive at first assessment (t1) and second assessment (t2) estimated by logistic regressions.

Inactive T1 Inactive T2
Gaming frequency Crude
(N = 2,608)
Adjusted for age and gender
(N = 2,576)
Adjusted for age, gender and SES at t2
(N = 1,379)
Crude
(N = 1,084)
Adjusted for age and gender
(N = 1,071)
Adjusted for age, gender and SES at t2
(N = 1,070)
A lot more 1.42**
(1.11–1.82)
1.74***
(1.34–2.26)
1.82**
(1.26–2.63)
1.50*
(1.03–2.16)
1.88**
(1.26–2.18)
1.87**
(1.25–2.80)
A little more 1.09
(0.85–1.39)
1.23
(0.96–1.59)
1.34
(0.94–1.91)
1.19
(0.83–1.69)
1.49*
(1.02–2.18)
1.51*
(1.03–2.20)
About the same Ref. Ref. Ref. Ref. Ref. Ref.
A little less 0.87
(0.52–1.45)
1.01
(0.60–1.71)
0.62
(0.27–1.43)
0.88
(0.40–1.96)
0.88
(0.38–2.05)
0.91
(0.39–2.13)
A lot less 0.67
(0.28–1.60)
0.76
(0.31–1.84)
0.96
(0.24–3.81)
0.86
(0.20–3.71)
0.98
(0.22–4.46)
0.98
(0.21–4.57)
No gaming 0.83
(0.64–1.08)
0.68**
(0.52–0.89)
0.67*
(0.46–0.98)
1.00
(0.69–1.46)
0.82
(0.56–1.22)
0.85
(0.57–1.27)

Estimates in bold =

***

p < 0.001,

**

p < 0.01,

*

p < 0.05.

Odds ratios (OR) are presented with 95% confidence intervals. Ref., reference category.