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Table 1 Proportion of impairment levels in daily activities due to the overuse of the internet, gaming, or smartphone according to age groups

From: The frequency of impairments in everyday activities due to the overuse of the internet, gaming, or smartphone, and its relationship to health-related quality of life in Korea

Age (Years)

Participants who used the Internet, gaming, or smartphones at least once before (N = 190,066)

No Impairment groupsa (n = 168,121)

Mild Impairment groupsb (n = 13,387)

Moderate-to-Severe Impairment groupsc (n = 8558)

χ2 Post Hoc2)

Total

168,121(84.89)1)

13,387(9.30)

8558(5.81)

14,299.550*a > b > c

19–29

14,951(62.68)

5143(22.65)

3436(14.67)

6635.188*a > b > c

30–39

22,779(77.83)

3897(13.85)

2306(8.32)

17,114.821*a > b > c

40–49

33,738(88.78)

2623(7.35)

1419(3.87)

33,491.711*a > b > c

50–59

38,859(95.07)

1137(2.96)

802(1.97)

39,889.012*a > b > c

60–69

30,894(96.81)

446(1.62)

430(1.57)

27,631.206*a > b, c

70–79

19,628(98.32)

121(0.79)

143(0.89)

16,275.763*a > b, c

80 or older

7272(99.24)

20(0.35)

22(0.41)

5023.811*a > b, c

  1. a: No Impairment groups / b: Mild Impairment groups / c: Moderate-to-Severe Impairment groups
  2. 1) The numbers in parentheses are the row percentages reflecting weight
  3. 2) The Bonferroni test was used for Post-hoc analysis
  4. *p < .0001