Skip to main content

Table 5 Connecting to Internet and gaming and DAS responses

From: Massively multiplayer online role-playing games: comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population

Variables

Total sample of population

Over threshold DAS (+)

Below threshold DAS (-)

Univariate analysis

Multivariate analysis

 

Mean

S.D.

Mean

S.D.

Mean

S.D.

Statistical test

Corrected p-value

Odds Ratio (95% CI)

Corrected p-value

Hours per week

         

Internet

43.3

23.7

50.3

24.6

40.7

22.9

t = 3.77

< 10-3

1.18

< 10-3

 

(10-100)

       

(1.08-1.29)

 

MMORPG

30.3

18.7

36.8

22

27.7

16.7

t = 4.16

< 10-3

1.28

< 10-3

 

(5-100)

       

(1.14-1.44)

 
 

Number

%

Number

%

Number

%

    

Self-reported type of engagement in online gaming

     

Casual

206

46

39

19.2

165

80.8

χ2 = 34.91

< 10-3

  

Hard Core

214

47.8

64

30.3

147

69.7

2df

 

1.70

< 10-3

         

(1.07-2.71)

 

No life

28

6.2

20

71.4

8

28.6

  

9.14

 
         

(3.69-22.64)

Increase of time spent on the Internet to obtain satisfaction for at least 12 months

  

no

354

78.1

78

22.3

272

77.7

χ2 = 21.47

< 10-3

2.99

< 10-3

yes

99

21.9

45

45.9

53

54.1

1df

 

(1.84-4.87)

 
  1. Odds Ratio and p-value were adjusted for age, sex and educational level.