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. 2023 Jan 16;11:e40130. doi: 10.2196/40130

Table 3.

After adjusting for sociodemographic dataa, binary logistic regression analyses of factors predicting IGDb in device-specific groups.

Characteristics CGUsc MGUsd


ORe (95% CI) P value OR (95% CI) P value
Gaming patterns

Gaming time 1.301 (1.182-1.432) <.001 1.377 (1.226-1.547) <.001

Money spent 1.002 (1.001-1.003) <.001 1.004 (1.003-1.006) <.001
Gaming motivations

Sensation seeking 2.387 (1.781-3.200) <.001 2.244 (1.651-3.050) <.001

Escaping reality 3.407 (2.347-4.945) <.001 2.271 (1.496-3.447) <.001

Coping with negative emotions 1.456 (1.085-1.955) .01 1.493 (1.099-2.029) .01

Passing time 1.113 (0.832-1.490) .47 0.906 (0.656-1.251) .55

Making friends 1.026 (0.742-1.419) .88 0.891 (0.614-1.294) .54
Personality traits

Neuroticism 1.060 (1.038-1.083) <.001 1.087 (1.063-1.112) <.001

Conscientiousness 0.922 (0.894-0.951) <.001 0.928 (0.898-0.960) <.001

Openness 0.983 (0.958-1.009) .19 1.003 (0.971-1.031) .98

Agreeableness 0.990 (0.910-1.021) .53 0.991 (0.959-1.025) .60

Extraversion 1.003 (0.980-1.027) .78 1.001 (0.973-1.031) .92
Game genres

Brain and skill N/Af N/A N/A N/A

Strategy 1.486 (0.612-3.607) .38 4.452 (1.938-10.227) <.001

Action shooter 1.500 (0.577-3.901) .40 3.725 (1.465-9.474) .01

RPGsg 1.557 (0.583-4.159) .38 2.434 (0.963-6.150) .06

aSociodemographic data included gender, age, education, marital status, and family structure (only child or note).

bIGD: internet gaming disorder.

cCGU: computer game user.

dMGU: mobile phone game user.

eOR=odds ratio.

fN/A: not applicable.

gRPG: role-playing game.