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Table 1 Characteristics of problematic game users and normal game users

From: RETRACTED ARTICLE: Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults

  Normal game users (n = 1341) Problematic game users (n = 56) t p
Mean (SD) Mean (SD)
Time spent for internet use, weekdays (hours/day) 1.95 (1.97) 5.45 (5.30) 4.49 <0.001
Time spent for internet use, weekend (hours/day) 1.94 (2.44) 6.75 (5.32) 6.27 <0.001
Subjective magnitude of the problem (1–5) 1.67 (1.01) 3.31 (1.25) 9.70 <0.001
  % % X2 p
Age (years)    7.94 0.005
 18–39 72.2 89.3   
 40 or older 27.8 10.7   
Gender    0.001 0.971
 Male 69.9 69.6   
 Female 30.1 30.4   
Education    0.08 0.781
 Less than high school 44.7 42.9   
 High school or more 55.3 57.1   
Occupation    2.27 0.132
 Employed 51.3 41.1   
 Unemployed 48.7 58.9   
Residence    6.93 0.008
 Urban 80.6 94.6   
 Rural 19.4 5.4   
Family income    0.75 0.386
 ≤1000$ 31.6 37.8   
 >1000$ 68.4 62.2