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Table 2 The Strengths and Difficulties Questionnaire (SDQ) scale scores among the studied groups

From: Relationship between time spent playing internet gaming apps and behavioral problems, sleep problems, alexithymia, and emotion dysregulations in children: a multicentre study

Variables

Group 1

(N = 320)

Group 2

(N = 120)

Group 3

(N = 92)

Group 4

(N = 32)

Total participants

(N = 564)

X2 value

P value

Emotional symptoms scale

 Normal

104(32.5%)

28 (23.3%)

20 (21.7%)

4 (12.5%)

156 (27.7%)

18.26

0.006*

 Borderline

32 (10%)

4 (3.3%)

12 (13%)

4 (12.5%)

52 (9.2%)

 Abnormal

184(57.5%)

88 (73.3%)

60 (65.2%)

24 (75%)

356 (63.1%)

Conduct symptoms scale

 Normal

228 (71.3%)

52 (43.3%)

48 (52.2%)

20 (62.5%)

348 (61.7%)

41.3

0.001*

 Borderline

40 (12.5%)

20 (16.7%)

16 (17.4%)

8 (25%)

84 (14.9%)

 Abnormal

52 (16.3%)

48 (40%)

28 (30.4%)

4(12.5%)

132 (23.4%)

Hyperactivity scale

 Normal

200 (62.5%)

60 (50%)

52 (56.5%)

16(50%)

328 (58.2%)

20.4

0.002*

 Borderline

12 (3.8%)

16 (13.3%)

8 (8.7%)

0(0%)

36 (6.4%)

 Abnormal

108 (33.8%)

44 (36.8%)

32 (34.8%)

16(50%)

200 (35.5%)

Peer problems scale

 Normal

144 (45%)

52 (43.3%)

28 (30.4%)

4 (12.5%)

228 (40.4%)

60.6

0.001*

 Borderline

64 (20%)

20 (16.7%)

20 (21.7%)

24 (75%)

128 (22.7%)

 Abnormal

112 (35%)

48 (40%)

44 (47.8%)

4 (12.5%)

208 (36.9%)

Prosocial scale

 Normal

248 (77.5%)

68 (56.7%)

68 (73.9%)

28 (87.5%)

412 (73%)

25.3

0.001*

 Borderline

32 (10%)

24 (20%)

12 (13%)

4 (12.5%)

72 (12.8%)

 Abnormal

40 (12.4%)

28 (23.3%)

12 (13%)

0 (0%)

80 (14.2%)

The total difficulties scale

 Normal

32 (10%)

12 (10%)

4 (4.3%)

0(0%)

48 (8.5%)

19.18

0.004*

 Borderline

44 (13.8%)

16 (13.3%)

3 (4.3%)

0(0%)

64 (11.3%)

 Abnormal

244 (76.3%)

92 (76.7%)

84 (91.3%)

32 (100%)

452 (80.1%)

  1. Group 1 = participants use internet gaming apps for 1–2 h, Group 2 = participants use internet gaming apps for 3–4-h, Group 3 = participants use internet gaming apps for 5–6-h, Group 4 = participants use internet gaming apps for more than 6 h