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Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
©2020, Korean Society of Epidemiology
This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Variables | n (%) or mean±SD |
---|---|
Gender | |
Boys | 1,036 (67.6) |
Girls | 496 (32.4) |
Depressive symptoms | 8.3±7.2 |
Aggression |
55.3±17.0 |
Average online-game time (hr/d) | |
≥2 | 477 (31.1) |
<2 | 1,055 (68.9) |
Family type | |
Non-intact family | 138 (9.0) |
Intact family | 1,394 (91.0) |
Social economic statue | |
Low | 1,081 (70.6) |
High | 451 (29.4) |
Game genres |
|
Role playing game | 608 (39.7) |
Shooting game | 669 (43.7) |
Multiplayer online battle arena | 599 (39.1) |
Simulation game | 636 (41.5) |
Arcade game | 1,001 (65.3) |
Sports game | 371 (24.2) |
Action game | 72 (4.7) |
Risk of Internet gaming disorder | |
High |
154 (10.1) |
Low |
1,378 (89.9) |
Game genres |
Ever user during the past year | n | Average game time (hr/d) |
No. of using game genres, n (%) |
|||||
---|---|---|---|---|---|---|---|---|---|
Median (Q1-Q3) | p-value | 1 | 2 | 3 | 4 | 5+ | |||
Role playing game | Yes | 608 | 1.5 (0.7-2.7) | <0.001 | 15 (1.0) | 139 (9.1) | 188 (12.3) | 153 (10.0) | 113 (7.4) |
No | 924 | 1.0 (0.4-2.0) | 325 (21.2) | 327 (21.3) | 181 (11.8) | 76 (5.0) | 15 (1.0) | ||
Shooting game | Yes | 669 | 1.6 (0.7-2.7) | <0.001 | 19 (1.2) | 151 (9.9) | 199 (13.0) | 177 (11.6) | 123 (8.0) |
No | 863 | 0.9 (0.3-1.9) | 321 (21.0) | 315 (20.6) | 170 (11.1) | 52 (3.4) | 5 (0.3) | ||
Multiple online battle arena | Yes | 599 | 1.6 (0.7-2.6) | <0.001 | 31 (2.0) | 108 (7.0) | 187 (12.2) | 162 (10.6) | 111 (7.2) |
No | 933 | 0.9 (0.3-2.0) | 309 (20.2) | 358 (23.4) | 182 (11.9) | 67 (4.4) | 17 (1.1) | ||
Simulation game | Yes | 636 | 1.3 (0.5-2.5) | <0.001 | 43 (2.8) | 189 (12.3) | 181 (11.8) | 126 (8.2) | 97 (6.3) |
No | 896 | 1.1 (0.4-2.2) | 297 (19.4) | 277 (18.1) | 188 (12.3) | 103 (6.7) | 31 (2.0) | ||
Arcade game | Yes | 1,001 | 1.1 (0.4-2.3) | 0.848 | 199 (13.0) | 276 (18.1) | 234 (15.3) | 172 (11.2) | 120 (7.8) |
No | 531 | 1.2 (0.6-2.3) | 141 (9.2) | 190 (12.4) | 135 (8.8) | 57 (3.7) | 8 (0.5) | ||
Sports game | Yes | 371 | 1.3 (0.5-2.3) | .539 | 33 (2.2) | 58 (3.8) | 105 (6.9) | 104 (6.8) | 71 (4.6) |
No | 1,161 | 1.1 (0.5-2.3) | 307 (20.0) | 408 (26.6) | 264 (17.2) | 125 (8.2) | 57 (3.7) | ||
Action game | Yes | 72 | 1.6 (0.8-3.1) | <0.001 | 0 (0.0) | 11 (0.7) | 13 (/0.8) | 22 (1.4) | 26 (1.7) |
No | 1,460 | 1.1 (0.5-2.3) | 340 (22.2) | 455 (29.7) | 356 (23.2) | 207 (13.5) | 102 (6.7) |
Game genres | Category | Model I | Model II | Model III |
---|---|---|---|---|
Role playing game | Yes | 1.69 (1.21, 2.36) | 1.63 (1.11, 2.41) | 1.52 (1.03, 2.26) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Shooting game | Yes | 1.58 (1.13, 2.21) | 1.39 (0.94, 2.06) | 1.23 (0.82, 1.85) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Multiple online battle arena | Yes | 1.38 (0.98, 1.92) | 1.69 (1.11, 2.57) | 1.59 (1.03, 2.45) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Simulation game | Yes | 1.65 (1.17, 2.29) | 1.48 (1.02, 2.15) | 1.51 (1.03, 2.21) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Arcade game | Yes | 1.08 (0.75, 1.53) | 1.05 (0.69, 1.61) | 1.01 (0.66, 1.53) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Sports game | Yes | 0.99 (0.67, 1.45) | 1.06 (0.68, 1.66) | 1.13 (0.72, 1.78) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) | |
Action game | Yes | 0.96 (0.43, 2.13) | 0.57 (0.20, 1.64) | 0.56 (0.19, 1.61) |
No | 1.00 (reference) | 1.00 (reference) | 1.00 (reference) |
Aggression score range: 27-135. Multiple answer available. High risk indicates 10 or higher scores in Internet Gaming Use-Elicited Symptom Screen. Low risk indicates less than 10 in Internet Gaming Use-Elicited Symptom Screen.
Multiple answer available. Numbers and proportions among 1,532 participants.
Values are presented as odds ratio (95% confidence interval). Model II: adjusted by gender, family type, socioeconomic status, depressive symptom, and aggression; Model III: adjusted by gender, family type, socioeconomic status, depressive symptom, aggression, and online game genres.