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. 2020 Jul 23;9(3):617–628. doi: 10.1556/jba-9-617

Table 2.

Bivariate correlations among the study variables

1 2 3 4 5 6 7 8 9 10 11 12 13 14
1. Social Anxiety 1
2. IGDa 0.36*** 1
3. POSIb 0.52*** 0.33*** 1
4. Socialc 0.02 0.08 0.14** 1
5. Escapec 0.30*** 0.41*** 0.29*** 0.32*** 1
6. Competitionc 0.04 0.23*** 0.08 0.02 0.08 1
7. Copingc 0.15*** 0.23*** 0.19*** 0.33*** 0.53*** 0.22*** 1
8. Skillc 0.05 0.07 0.13** 0.34*** 0.23*** 0.28*** 0.38*** 1
9. Fantasyc 0.20*** 0.20*** 0.20*** 0.33*** 0.50*** 0.10* 0.41*** 0.35*** 1
10. Recreationc −0.09* −0.21*** −0.06 0.23*** −0.03 −0.01 0.20*** 0.14** 0.16*** 1
11. Positive Metacognitions 0.14*** 0.26*** 0.18*** 0.31*** 0.49*** 0.05 0.52*** 0.25*** 0.39*** 0.12** 1
12. Negative Metacognitions 0.24*** 0.64*** 0.17*** 0.02 0.18*** 0.21*** 0.07 −0.02 0.12** −0.21*** 0.08 1
13. Weekly hours 0.18*** 0.27*** 0.30*** 0.14*** 0.16*** 0.10* 0.08 0.14** 0.13** −0.09** 0.09* 0.19*** 1
14. Gender 0.14*** −0.03 0.09* 0.09* 0.10* −0.23*** 0.04 −0.08 0.02 0.08 0.05 0.002 −0.03 1
15. Age −0.20*** −0.14** −0.15*** −0.05 −0.15*** −0.16*** −0.08 −0.21*** −0.10* 0.09* −0.11* 0.001 −0.14*** 0.05

Notes: *P < 0.05; **P < 0.01; ***P < 0.001; N = 543; Gender= 1: M, 2: F.

aInternet Gaming Disorder.

bPreference for Online Social Interactions.

cMotives for online gaming.