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