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. 2021 Jul 6;10(2):263–280. doi: 10.1556/2006.2021.00041

Table 2.

Results of multiple logistic regression analysis using presence/absence of gaming disorder serving as a dependent variablea)

Item No. IDb) Question items Yes by person without disorder No by person without disorder Yes by person with disorder No by person with disorder Adjusted odds ratio 95% confidence interval
1 4-A Have you often been unable to stop gaming when you should have? 69 205 42 9 28.2 (0.75–1,063.9)
2 5-A Have you often played games for longer than intended before you started gaming? 155 119 46 5 0.02 (0.00–0.95)
3 7-B Have you noticed that you have significantly lost interest in important activities, such as sports, hobbies, or meetings with friends or relatives because of gaming? 9 265 36 15 17.0 (1.00–287.4)
4 9-B Is gaming the most important part of your daily life? 3 271 26 25 667.2 (7.71–57,767)
5 16-C Reduction in school or job performance 37 237 36 15 47.3 (1.46–1,533)
6 21-C Day/night reversal or a tendency towards day/night reversal (30 days or more during past 12 months) 11 263 37 14 111.0 (2.28–5,402)
7 24-D Have you continued gaming although you endangered your education or risked or lost your job because of gaming? 8 266 42 9 45.5 (1.17–1771)
8 26-D Have you continued gaming despite experiencing mental health problems caused by gaming, e.g. becoming depressed or anxious, or experiencing problems with sleeping? 19 255 37 14 49.4 (1.51–1,621)

a) Adjusted for gender, age and presence/absence of job.

b) ID is the combination of the original number and the diagnostic category in Table 1.