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From: RETRACTED ARTICLE: Correlates, comorbidities, and suicidal tendencies of problematic game use in a national wide sample of Korean adults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