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. 2022 Dec 26;20(1):349. doi: 10.3390/ijerph20010349

Table 1.

Problematic video game use means and comparison of means by SDQ internalizing, externalizing and prosocial behaviour scales.

M (Problematic Video Game Use) SD Comparison MD p 95% CI
Internalizing scale (SDQ)
Normal 24.6 7.44 Normal-Borderline −0.1 0.989 [−1.84, 1.63]
Borderline 24.7 8.39 Normal-Abnormal −2.92 0.004 * [−5.03, −0.81]
Abnormal 27.52 9.73 Borderline-Abnormal −2.82 0.032 * [−5.44, −0.2]
Externalizing scale (SDQ)
Normal 24.02 7.11 Normal-Borderline −1.94 0.004 * [−3.35, −0.52]
Borderline 25.96 8.37 Normal-Abnormal −3.55 <0.001 * [−5.12, −1.98]
Abnormal 27.57 9.33 Borderline-Abnormal −1.61 0.134 [−3.59, 0.36]
Prosocial behaviour (SDQ)
Normal 24.62 7.68 Normal-Borderline −3.12 0.012 * [−5.66, −0.58]
Borderline 27.73 8.04 Normal-Abnormal −3.37 0.029 * [−6.45, −0.29]
Abnormal 27.98 9.27 Borderline-Abnormal −0.25 0.987 [−4.13, 3.64]

SDQ = Strengths and Difficulties Questionnaire, M = mean, SD = standard deviation, MD = mean differences, p = p-Games–Howell value, * Significant with p value < 0.05.