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. 2022 Nov 4;13:1043490. doi: 10.3389/fpsyt.2022.1043490

TABLE 4.

Multiple linear regression analyses using anxiety levels (age 13) and gaming frequency (age 13) to predict gaming disorder symptoms (age 14).

Gaming disorder symptoms at age 14
Model 1
Model 2
Model 3
Variables B 95% CI B 95% CI B 95% CI
Anxiety (age 13) 0.03*** (0.02, 0.03) 0.02*** (0.01, 0.02)
Gaming frequency (not at all) −0.78*** (−0.96, −0.59) −0.79*** (−0.97, −0.60)
Gaming frequency (1–3 times per month) −0.93*** (−1.1, −0.72) −0.95*** (−1.16, −0.74)
Gaming frequency (once a week) −0.55*** (−0.75, −0.35) −0.68*** (−0.88, −0.48)
Gaming frequency (several times a week) 0.17 (−0.01, 0.35) 0.04 (−0.14, 0.21)
Gaming frequency (daily) 0.53*** (0.34, 0.73) 0.32*** (0.13, 0.51)

R2adj for Model 1 = 0.02; R2adj for Model 2 = 0.06; R2adj for Model 3 = 0.07. *** p < 0.001. Gaming frequency (not at all) was used as the reference for categories within gaming frequency.