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Table 1 The sociodemographic data 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 or F Value

P value

Age (mean ± SD)

8.43 ± 2.47

8.7 ± 2.28

9.6 ± 2.51

9 ± 3.09

8.77 ± 2.53

7.34

0.001*

Gender

Males

176 (55%)

84 (70%)

56 (60.9%)

16 (50%)

332 (58.9%)

9.31

0.02*

Females

144 (45%)

36 (30%)

36 (39.1%)

16 (50%)

232 (41.1%)

Order of birth

First

268 (83.8%)

76 (63.3%)

60 (65.2%)

20 (62.5%)

424 (75.2%)

53.77

0.001*

Second

44 (13.8%)

28 (23.3%)

20 (21.7%)

4 (12.5%)

96 (17%)

Third

4 (1.3%)

4 (3.3%)

8 (8.7%)

4 (12.5%)

20 (3.5%)

Fourth or more

4 (1.3%)

12 (10%)

4 (4.3%)

4 (12.5%)

24 (4.3%)

Number of siblings in family

Only child

52 (16.3%)

4 (3.3%)

26 (17.4%)

12 (37.5%)

84 (14.9%)

42.94

0.0001*

Two children

164 (51.2%)

68 (56.7%)

44 (47.8%)

8 (25%)

284 (50.4%)

Third

88 (27.5%)

28 (23.3%)

24 (26.1%)

8 (25%)

148 (26.2%)

Four children or more

16 (5%)

20 (16.7%)

8 (8.7%)

4 (12.5%)

48 (8.5%)

Delay of speech development

32 (10%)

28 (23.3%)

24 (26.1%)

4 (12.5%)

88 (15.6%)

20.98

0.001*

Delay of motor development

8 (2.5%)

8 (6.7%)

8 (8.7%)

0(0%)

24 (4.3%)

10.007

0.019*

Family history of psychiatric disorders

49 (15.3%)

27 (22.5%)

20 (21.7%)

5 (15.6%)

101 (17.9%)

7.47

0.27

Socioeconomic level (mean ± SD)

235.47 ± 32.05

230.5 ± 31.88

239.5 ± 31.7

217.8 ± 38.6

234.08 ± 32.64

4.2

0.006*

High level

16 (5%)

0 (0%)

8 (3.3%)

0 (0%)

24 (4.3%)

15.1

0.019*

Middle level

248 (77.5%)

92 (76.7%)

72 (78.3%)

24 (75%)

436 (77.3%)

Low level

56 (17.5%)

28 (23.3%)

12 (13%)

8 (25%)

104 (18.4%)

Number of devices using Internet gaming apps (mean ± SD)

1.24 ± 0.48

1.53 ± 0.7

1.9 ± 0.7

1.7 ± 0.6

1.44 ± 0.64

35.8

0.001*

  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