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Table 2 Descriptive statistics for the participants in the two samples

From: Operationalization and measurement of compulsivity across video gaming and gambling behavioral domains

 

Gamblers

Gamers

n = 312

n = 319

Educational Level

Number (percentage)

No formal studies/Compulsory education not finished

7 (2.3%)

5 (1.5%)

Compulsory education finished

26 (8.3%)

22 (6.9%)

High school/Professional training not finished

58 (18.6%)

43 (13.5%)

High school/Professional training finished

92 (29.5%)

93 (29.2%)

University studies not finished

35 (11.2%)

27 (8.5%)

University studies finished

94 (30.1%)

129 (40.4%)

Household monthly income

 

Less than 1000 euros

31 (10.0%)

29 (9.1%)

Between 1001 and 1500 euros

45 (14.4%)

56 (17.6%)

Between 1501 and 2000 euros

72 (23.1%)

63 (19.7%)

Between 2001 and 2500 euros

74 (23.7%)

88 (27.6%)

More than 2500 euros

90 (28.8%)

83 (26.0%)

Gender

 

Male

137 (43.9%)

147 (46.1%)

Female

172 (55.1%)

171 (53.6%)

Other

3 (1%)

1 (0.3%)

 

Mean (Standard deviation)

Age (years)

37.9 (11.8)

40.4 (10.9)

 

Median [25-75th percentile]

Weekly time spent (hours)

3.0 [1.0-9.25]

9.0 [4.0-17.5]

Monthly expenditure (euros)

31.0 [10.0-135.0]

7.0 [0.0–20.0]

  1. Notes: Gambling severity was assessed with GD9 and gaming severity, with IGD9. For weekly time and monthly money invested, the median and lower and upper bounds of the interquartile range were calculated instead of mean and standard deviation to avoid the influence of extreme scores