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Table 3 Analysis of variance of the three groups of participants regarding free-time activities, life satisfaction, mental health, parent-child relationship and self-control

From: Internet Gaming Disorder in adolescence: investigating profiles and associated risk factors

 

Non-gamers

Low risk gamers

High risk gamers

ANOVA

Mean (SD)

Mean (SD)

Mean (SD)

F

p

Post hoc

Free-time activities

 Time spent with friends

3.94 (0.95)

3.84 (0.92)

3.78 (1.32)

1.126

0.325

 

 Watch TV

2.96 (1.06)

3.10 (0.96)

3.39 (1.13)

3.792

0.023

 

 Play video games on computer/tablet/phone

1.02 (0.72)

3.12 (1.08)

4.27 (0.87)

112.456

< 0.001

c > b > a

 Engage in social media

3.30 (1.34)

3.25 (1.25)

3.69 (1.38)

2.620

0.073

 

 Read books

2.50 (1.39)

2.38 (1.12)

2.03 (1.19)

3.134

0.044

 

 Attend a music school or a choir

2.19 (1.67)

1.78 (1.39)

2.10 (1.62)

6.603

0.001

a > b

 Sports activities

3.61 (1.30)

3.80 (1.19)

3.80 (1.20)

1.863

0.156

 

Perceived life satisfaction

7.69 (2.25)

8.07 (1.99)

7.29 (3.07)

4.842

0.008

 

Perceived mental health

3.76 (1.11)

3.94 (1.04)

3.71 (1.55)

2.774

0.063

 

Parent-child relationship: My parents

 sum of all parent-child items

15.56 (3.81)

15.63 (3.46)

14.07 (4.39)

4.199

0.015

 

 and I try to spend much time together

3.75 (1.09)

3.81 (1.02)

3.49 (1.33)

2.244

0.107

 

 always treat me with love and affection

3.61 (1.17)

3.64 (1.16)

3.29 (1.29)

1.949

0.143

 

 and I have frequent conversations

4.07 (1.05)

3.98 (1.01)

3.60 (1.37)

3.796

0.023

 

 and I understand each other well

4.11 (1.05)

4.21 (0.99)

3.72 (1.32)

5.648

0.004

b > c

Overall self-control level

18.25 (6.15)

18.56 (5.94)

25.49 (8.33)

28.496

< 0.001

a > c, b > c

  1. Scales: free-time activities from 1(‘never’) to 5 (‘almost always/always’); perceived life satisfaction from 1 (‘completely dissatisfied’) to 10 (‘totally satisfied’); perceived mental health from 1 (‘bad’) to 5 (‘excellent’); parent-child relationship from 1 (‘very untrue’) to 5 (‘very true’): higher value means more favourable relationship and self-control as a sum of seven self-control variables reversed ranging from 7 (strong self control) to 35 (lowest possible self control)
  2. a: Non gamers; b: Low risk gamers; c: High risk gamers; Post hoc: Games-Howell