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Table 3 Moderated mediation analysis when using number of mentors as a moderator (N =6068)

From: Having mentors and campus social networks moderates the impact of worries and video gaming on depressive symptoms: a moderated mediation analysis

Mediator variable model

 

Outcome variable: Daily hours spent video gaming

Outcome variable: Daily sleep duration

 

B ( SE)

t

p

B ( SE)

t

p

Number of Worries

.04 (.01)

5.20

<.001

-.02 (.01)

-2.74

.006

Number of Mentors

-.03 (.01)

-3.68

.001

-.03 (.01)

-2.51

.01

Interaction 1

-.01 (.00)

-2.29

.02

-.00 (.01)

-.01

NS

Dependent variable model

 

Outcome variable: depressive symptoms

 

B ( SE )

t

p

Daily hours spent video gaming

.30 (.07)

4.19

<.001

Daily sleep duration

-.23 (.06)

-4.10

<.001

Number of Worries

1.36 (.04)

34.58

<.001

Interaction 2

.02 (.05)

.30

NS

Interaction 3

-.06 (.04)

-1.39

NS

Number of Mentors

-.74 (.05)

-16.09

<.001

Interaction 4

-.33 (.03)

-12.48

<.001

Conditional indirect effect at specific levels of the moderator

Mediator

Moderator: number of mentors

Indirect effect (SE)

LL 95% CI

UL 95% CI

Daily hours spent video gaming

0 (10th percentile)

.0156 (.0083)

.0022

.0352

1 (25th percentile)

.0134 (.0050)

.0053

.0252

2 (50th percentile)

.0108 (.0035)

.0052

.0191

3 (75th percentile)

.0078 (.0035)

.0026

.0166

4 (90th percentile)

.0045 (.0042)

-.0014

.0162

  1. Notes. Interaction 1: number of worries x number of mentors; Interaction 2: daily hours spent video game playing x number of mentors; Interaction 3: Daily sleep duration x number of mentors; Interaction 4: number of worries x number of mentors.