Table 3.
Indicators | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1. Videogame use [T1] | − | ||||||||
2. Videogame use [T2] | 0.56 | − | |||||||
3. Internet gaming disorder [T1] | 0.44 | 0.36 | − | ||||||
4. Internet gaming disorder [T2] | 0.30 | 0.42 | 0.48 | − | |||||
5. Depressive symptoms [T1] | 0.13 | 0.15 | 0.36 | 0.27 | − | ||||
6. Depressive symptoms [T2] | 0.10 | 0.16 | 0.28 | 0.35 | 0.68 | − | |||
7. Anxiety symptoms [T1] | 0.09 | 0.12 | 0.36 | 0.26 | 0.81 | 0.63 | − | ||
8. Anxiety symptoms [T2] | 0.08 | 0.14 | 0.31 | 0.35 | 0.65 | 0.81 | 0.71 | − | |
9. Perceived COVID-19 impacts [T2] | 0.08 | 0.07 | 0.17 | 0.22 | 0.24 | 0.35 | 0.26 | 0.34 | − |
Range | 1–25 | 1–25 | 1–5 | 1–5 | 0–3 | 0–3 | 1–4 | 1–4 | 1–10 |
Mean | 6.86 | 7.55 | 1.73 | 1.77 | 0.81 | 0.83 | 1.95 | 1.98 | 3.32 |
Standard Deviation | 4.67 | 4.96 | 0.76 | 0.80 | 0.59 | 0.60 | 0.65 | 0.66 | 1.94 |
Skewness | 1.65 | 1.33 | 1.35 | 1.21 | 0.99 | 1.03 | 0.46 | 0.29 | 1.00 |
Kurtosis | 3.25 | 1.81 | 2.08 | 1.34 | 0.65 | 0.90 | −0.40 | −0.63 | 0.85 |
Note: All correlations were significant at the p < 0.01 level. T1 = before COVID-19 pandemic, T2 = during COVID-19 pandemic.