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Table 4 Moderated mediation analysis when using number of campus social networks 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

.03 (.01)

4.62

<.001

-.03 (.01)

-3.46

.001

Number of campus social networks

.04 (.01)

3.14

.002

-.01 (.02)

-.75

NS

Interaction 1

-.03 (.01)

-3.40

.001

.01 (.01)

1.31

NS

Dependent variable model

 

Outcome variable: depressive symptoms

B ( SE )

t

p

Daily hours spent video gaming

.35 (.07)

4.95

<.001

Daily sleep duration

-.21 (.06)

-3.66

.001

Number of Worries

1.23 (.04)

31.38

<.001

Interaction 2

.11 (.08)

1.41

NS

Interaction 3

.03 (.06)

.40

NS

Number of campus social networks

-.50 (.07)

-6.91

<.001

Interaction 4

-.21 (.04)

-5.00

<.001

Conditional indirect effect at specific levels of the moderator

Mediator

Moderator: number of campus social networks

Indirect effect (SE)

LL 95% CI

UL 95% CI

Daily hours spent video gaming

0.90 (10th percentile)

.0170 (.0086)

.0024

.0363

0.96 (25th percentile)

.0140 (.0052)

.0052

.0263

1.53 (50th percentile)

.0108 (.0035)

.0053

.0193

2.50 (75th percentile)

.0076 (.0035)

-.0025

.0161

2.75 (90th percentile)

.0042 (.0041)

-.0015

.0165

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