TABLE 3

Significant Differences Between Latent Classes of Gamers Who Stopped Being Pathological Gamers and Those Who Stayed Pathological Gamers

VariableMean ± SEFdfPPartial η2
Stops GroupStays Group
Potential protective factors
    School performance score at time 12.52 ± 0..233.10 ± 0.105.391,186.021.028
    Goal-setting score
        Time 12.99 ± 0.112.70 ± 0.055.971,179.016.032
        Time 22.75 ± 0.102.76 ± 0.05<11,176NS.000
        Time 33.02 ± 0.102.77 ± 0.045.401,167.021.031
    Problematic gaming symptoms score
        Time 16.05 ± 0.424.95 ± 0.195.521,198.020.027
        Time 30.66 ± 0.323.02 ± 0.1446.101,168.001.215
Potential outcomes
    Empathy score at time 33.13 ± 0.092.89 ± 0.045.781,167.017.033
    Impulsivity score at time 32.35 ± 0.072.55 ± 0.036.191,168.014.036
    Violent game exposure score at time 34.43 ± 1.076.72 ± 0.463.791,165.053.022
    Aggressive fantasies score at time 31.99 ± 0.132.33 ± 0.065.301,172.022.030
    Physically aggressive behavior score at time 31.56 ± 0.121.86 ± 0.055.121,173.025.029
    Relationally aggressive behavior score at time 31.77 ± 0.122.02 ± 0.053.731,173.055.021
    Anxiety score at time 30.58 ± 0.080.89 ± 0.0412.981,175.001.069
    Social phobia score
        Time 22.33 ± 0.162.73 ± 0.075.421,181.021.029
        Time 32.21 ± 0.132.70 ± 0.0611.161,168.001.062
    Depression score at time 32.28 ± 0.152.71 ± 0.076.881,175.009.038
  • NS indicates not significant.