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.