Availability of Data and Material
The datasets generated or analyzed during the study are available from the corresponding author on reasonable request.
Conflicts of Interest
The authors have no potential conflicts of interest to disclose.
Author Contributions
Conceptualization: Doug Hyun Han, Seo-Koo Yoo. Data curation: Soyeon Lee, Sun Mi Kim. Formal analysis: Doug Hyun Han, Seo-Koo Yoo. Funding acquisition: Doug Hyun Han. Investigation: Doug Hyun Han. Methodology: Doug Hyun Han, Seo-Koo Yoo. Project administration: Soyeon Lee. Validation: Soyeon Lee. Writing—original draft: Doug Hyun Han, Young Don Son. Writing—review & editing: Sun Mi Kim, Young Don Son.
Funding Statement
The current study was supported by funding from the Korean Association of Game Industry 2020. This work was supported by a National Research Foundation of Korea (NRF) grant funded by the Korean government (MSIT) (NRF-2020R1A4A1019623).
Variable | Non-changed group (N=172) | Changed to IGD group (N=27) | Statistics (t/χ2, p) |
---|---|---|---|
Child factors | |||
Age (yr) | 12.3±3.4 | 13.5±3.0 | -1.8, 0.08 |
Education (yr) | 5.4±3.4 | 6.5±3.0 | -1.7, 0.09 |
Sex, male/female | 103 (59.9)/69 (40.1) | 19 (70.4)/8 (29.6) | 0.3, 0.39 |
K-ARS score | 8.1±7.4 | 20.2±12.1 | -7.1, <0.01* |
Reasons for game play | 5.9, 0.56 | ||
Entertainment | 87 (50.6) | 9 (33.3) | |
Achievement | 23 (13.4) | 8 (29.6) | |
Social interaction | 24 (14.0) | 5 (18.5) | |
Coping | 38 (22.1) | 5 (18.5) | |
Internet use time (B, h/day) | 2.2±1.4 | 2.7±1.5 | -1.8, 0.07 |
Internet use time (F, h/day) | 4.0±2.3 | 5.5±3.7 | -2.9, <0.01* |
Internet game time (B, h/day) | 0.9±0.8 | 1.2±0.8 | -1.9, 0.06 |
Internet game time (F, h/day) | 1.5±1.3 | 2.4±2.5 | -2.6, 0.01* |
Mother factors | |||
Age (yr) | 41.8±4.3 | 42.9±5.3 | -1.2, 0.22 |
Education (yr) | 13.4±2.2 | 13.1±2.8 | 0.7, 0.32 |
CES-D scores | 13.5±3.9 | 17.5±8.9 | -3.4, <0.01* |
BAI scores | 7.1±8.1 | 13.9±13.7 | -3.7, <0.01* |
Family Togetherness Scale | 22.8±3.5 | 21.6±3.9 | 1.7, 0.08 |
Internet use time (B, h/day) | 2.6±2.0 | 3.2±2.3 | -1.4, 0.17 |
Internet use time (F, h/day) | 3.9±2.3 | 4.9±3.1 | -1.9, 0.06 |
Internet game time (B, h/day) | 0.6±0.7 | 0.9±0.9 | -1.9, 0.06 |
Internet game time (F, h/day) | 0.9±1.1 | 1.4±1.1 | -1.9, 0.06 |
Knowledge of gaming | |||
Knowledge of child’s game name (Y/N) | |||
Positive perception about for gaming | 26.2±4.5 | 21.6±4.1 | 5.0, <0.01* |
Negative perception about gaming | 28.9±6.1 | 36.1±4.9 | -5.9, <0.01* |
Independent variable |
Model 1 |
Model 2 |
Model 3 |
||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
B | Wald | OR | B | Wald | OR | B | Wald | OR | |||
Child factors | |||||||||||
Age | 0.085 | 0.009 | 1.089 | -0.103 | 0.012 | 0.902 | 0.048 | 0.002 | 1.049 | ||
Education years | 0.071 | 0.007 | 1.074 | 0.261 | 0.082 | 1.299 | 0.114 | 0.011 | 1.121 | ||
Sex | 0.381 | 0.494 | 1.463 | 0.352 | 0.406 | 1.422 | 0.519 | 0.530 | 1.680 | ||
K-ARS | 0.132 | 23.710 | 1.141† | 0.172 | 17.816 | 1.188† | 0.119 | 7.312 | 1.127† | ||
D-Int T | 0.141 | 0.860 | 1.152 | 0.219 | 1.419 | 1.245 | -0.064 | 0.073 | 0.938 | ||
D-Game | 0.030 | 0.014 | 1.031 | -0.015 | 0.003 | 0.985 | 0.256 | 0.529 | 1.292 | ||
Reason for gaming | 1.797 | 2.801 | 2.533 | ||||||||
Achievement | -0.509 | 0.527 | 0.601 | -0.400 | 0.290 | 0.670 | 0.443 | 0.227 | 1.557 | ||
Social interaction | 0.369 | 0.228 | 1.446 | 0.842 | 0.930 | 2.320 | 1.465 | 1.726 | 4.326 | ||
Coping | 0.059 | 0.005 | 1.061 | 0.253 | 0.085 | 1.288 | 1.293 | 1.133 | 3.645 | ||
Entertainment | 0.062 | 0.012 | 1.075 | 0.169 | 0.093 | 1.659 | 1.342 | 1.334 | 3.986 | ||
Mother factors | |||||||||||
Age | 0.003 | 0.003 | 1.003 | -0.001 | 0.000 | 0.999 | |||||
Education years | -0.104 | 0.747 | 0.902 | -0.198 | 1.659 | 0.821 | |||||
CES-D | 0.057 | 1.315 | 1.059 | 0.030 | 0.271 | 1.030 | |||||
BAI | -0.055 | 1.561 | 0.946 | -0.037 | 0.471 | 0.964 | |||||
Family Togetherness Scale | 0.131 | 1.979 | 1.140 | -0.021 | 0.034 | 0.979 | |||||
D-Int T | -0.101 | 0.408 | 0.904 | -0.130 | 0.338 | 0.878 | |||||
D-Game | -0.273 | 0.495 | 0.761 | -0.154 | 0.081 | 0.858 | |||||
Mother’s perception about gaming | |||||||||||
K-Game | -1.316 | 2.634 | 0.268 | ||||||||
P-Game | -0.180 | 5.168 | 0.835* | ||||||||
N-Game | 0.224 | 10.413 | 1.251† | ||||||||
Indices | Model 0 | Model 1 | Model 2 | Model 3 | |||||||
-2LL | 158.0 | 112.2 | 106.7 | 78.9 | |||||||
Step χ2/p | N/A | 45.8/<0.01† | 5.5/0.48 | 27.8/<0.01† | |||||||
Model χ2/p | N/A | 45.8/<0.01† | 51.3/<0.01† | 79.1/<0.01† | |||||||
Nag R2 | N/A | 0.375 | 0.415 | 0.599 | |||||||
Classification accuracy | 86.4 | 90.5 | 89.4 | 94.5 |
Dependent factor, changed to IGD group. K-ARS, Korean version of the DuPaul ADHD Rating Scale parent version; D-Int T, the difference between post- and pre-COVID-19 Internet use time (hour/day); D-Game, the difference between post- and pre-COVID-19 Internet gaming time and (hour/day); CES-D, Center for Epidemiologic Studies-Depression Scale; BAI, Beck Anxiety Inventory; K-Game, mother knows the name of Internet game that her child plays; P-Game, positive Internet Game Literacy Scale; N-Game, negative Internet Game Literacy Scale; -2LL, -2 log likelihood; Nag R2, Nagelkerke’s R2; OR, odds ratio; N/A, not available