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Table 6 Measure descriptives (lower panel) and correlations (upper panel) between measures for the sample of video gaming participants

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

 

GRACC90

IGD9

TECVASP

PANAS

NA

VMQ

Dev.

VMQ

Comp.

VMQ

Coping

VMQ

Custom

VMQ

Fantasy

VMQ

Recr.

VMQ

Social

VMQ

Violence

GRACC90

            

Severity (IGD9)

0.75

           

QoL (TECVASP)

− 0.57

− 0.62

          

Neg. affect - PANAS

0.35

0.49

− 0.68

         

VMQ - Development

0.49

0.39

− 0.25

0.21

        

VMQ - Competition

0.54

0.48

− 0.23

0.17

0.57

       

VMQ - Coping

0.54

0.46

− 0.42

0.38

0.65

0.48

      

VMQ - Customization

0.41

0.36

− 0.28

0.24

0.48

0.44

0.51

     

VMQ - Fantasy

0.51

0.44

− 0.31

0.22

0.59

0.52

0.63

0.70

    

VMQ - Recreation

0.14

0.14

0.02

0.07

0.37

0.38

0.37

0.38

0.46

   

VMQ - Social Interaction

0.63

0.52

− 0.34

0.19

0.51

0.61

0.53

0.46

0.52

0.20

  

VMQ - Violence

0.59

0.43

− 0.30

0.16

0.35

0.43

0.41

0.26

0.36

0.05

0.54

 
 

GRACC90

IGD9

TECVASP

PANAS

NA

VMQ

Dev.

VMQ

Comp.

VMQ

Coping

VMQ

Custom

VMQ

Fantasy

VMQ

Recr.

VMQ

Social

VMQ

Violence

Mean

2.34

2.17

83.57

17.21

8.18

8.27

8.37

8.33

8.36

10.52

6.45

5.37

Standard deviation

0.96

2.52

11.64

6.36

2.25

2.45

2.45

2.59

2.72

1.76

2.93

2.77

Skewness

0.42

0.95

− 0.69

0.80

− 0.27

− 0.30

− 0.40

− 0.41

− 0.50

-1.07

0.29

0.84

Kurtosis

− 0.90

− 0.21

0.17

− 0.15

− 0.53

− 0.80

− 0.68

− 0.59

− 0.70

0.64

-1.18

− 0.58

  1. Note. All the correlations were statistically significant at p < .05, except underlined values. GRACC90 scores were computed as means of item scores. For all other measures, scores are computed as sums of item scores. See Measures section for further details of the variables