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. 2022 Dec 1;17(12):e0278290. doi: 10.1371/journal.pone.0278290

Table 6. Factors related to children’s SDQ.

Total difficulties Prosocial behaviors
β β
Intercept 18.49*** 3.83***
Gender (boy = 1, girl = 0) 0.06 -0.40***
Grade (4th grade = 1, 3th grade = 0) -0.67** 0.29***
Mobile gaming preferences (multi-player = 1, single-/non-player = 0) 0.44* 0.02
Mobile violent game playing (yes = 1, no = 0) 0.86** -0.30**
Mobile gaming addiction (yes = 1, no = 0) 2.91*** -0.90***
Mobile violence exposure (yes = 1, no = 0) 0.74** 0.02
Mobile pornography exposure (yes = 1, no = 0) 0.80** -0.07
Cyber victimization (yes = 1, no = 0) 1.06** 0.08
Cyber aggression (yes = 1, no = 0) 2.23*** -0.43
Parent-child relationship (1–3) -2.08*** 1.06***
Resident location (rural = 1, urban = 0) 0.26 -0.19*
Region (Taiwan = 1, China = 0) -0.52* -0.30**

Note. Multiple regression models were conducted.

Total difficulties model n = 2619; Prosocial behaviors model n = 2652.

The results indicate that multiplayers and online risk is associated with higher total difficulties scores, while online risk is also associated with lower scores for prosocial behaviors.

*p<0.05

**p<0.01

***p<0.001