Table 1 presents the frequencies and percentages of demographic variables by student’s gaming patterns.
| Variables | Social-Emotional Pattern | Academic-Professional Pattern | Chi-Square |
|---|
| Student | | | |
| High school | | | |
| First | 304 (46) | 290 (41) | 0.10 |
| Second | 404 (57) | 418 (59) | 0.05 |
| Total | 708 (51) | 708 (50) | 0.05 |
| Parent | | | |
| Economic status | | | |
| Average low | 290 (41) | 297 (42) | 0.09 |
| Average | 177 (25) | 191 (27) | 0.30 |
| Average high | 241 (34) | 219 (31) | 0.02 |
| Total | 708 (50) | 707 (50) | 0.07 |
| Father | | | |
| Education level (y) | | | |
| Illiterate | 318 (45) | 304 (43) | 0.07 |
| 12/14 | 248 (35) | 248 (35) | 0.03 |
| ≥ 16 | 142 (20) | 156 (22) | 0.20 |
| Total | 708 (50) | 708 (50) | 0.02 |
| Mother | | | |
| Education level (y) | | | |
| Illiterate | 283 (40) | 339 (48) | 0.10 |
| 12/14 | 233 (33) | 276 (39) | 0.02 |
| ≥ 16 | 192 (27) | 92 (13) | 0.001 |
| Total | 708 (50) | 708 (50) | < 0.001 |
a Values are expressed as No. (%).
Among first-period high school students, there is no significant difference between social-emotional and academic-professional gaming patterns (P > 0.05). However, when looking at the overall student population and, more specifically, second-period students, differences become statistically significant (P < 0.05). Economic status mattered as well. For families with average low economic status, the two gaming patterns did not differ significantly (P > 0.05). By contrast, among families with higher average economic status, a significant difference emerged (P < 0.05). Parental education also showed notable differences. Students whose mother has an education of 12th grade or higher displayed different patterns compared with others, and students whose father were illiterate were different from those who had an education of more than 16 years (P < 0.05). For fathers with 12 or 14 years of education, the two internet gaming patterns did not differ significantly (P > 0.05).
Beyond
Table 1, this study asks how psychological motivations and game genres are related to students’ online gaming patterns, with the aim of identifying factors linked to internet gaming dependence and potential problematic use to inform preventive strategies. The analysis addressed three questions: (1) How gaming use, genres, and motivations are related to social-emotional and academic-professional outcomes; (2) whether psychological motivations predict gaming patterns; and (3) whether genre-specific differences exist in motivation and usage. We use a sequence of analyses: Correlation to explore association, ANOVA to test mean differences across game-genre groups, and regression analyses to model predictive relationships while controlling key covariates.
The study also examined how psychological motivations are related to different internet gaming patterns (social-emotional and academic-professional). Correlations tested associations between motivations and usage patterns, and regression assessed the predictive contribution of each motivation to the identified patterns, aligning with the stated objectives. To ensure rigor, four analytic checks were conducted. We tested normality with the Shapiro-Wilk test and Q-Q plots, applying nonparametric methods when needed. We assessed homogeneity of variances with Levene’s test and used Brown-Forsythe adjustments if violated. We checked linearity and independence via scatterplots and Durbin-Watson statistics, and we evaluated multicollinearity with VIFs. When minor deviations occurred, we cross-validated with nonparametric methods and used robust procedures, supporting the use of parametric tests for primary analyses.
Regarding the first research question — whether social-emotional and academic-professional patterns are related to psychological motivations — we used Pearson correlations (
Table 2). Social-emotional gaming correlated positively with all motivations, strongest for escape (r ≈ 0.66) and with coping, imaging, skill, and entertainment (roughly: 0.40 - 0.66). Academic-professional patterns showed similar trends, with robust correlations for escape, coping, and imaging (r ≈ 0.55 - 0.64). All correlations were significant at P < 0.05, with overall values ranging from about 0.36 to 0.66, indicating that higher social-emotional engagement co-occurs with a broad set of psychological motivations.
| Variables | Social-Emotional Pattern | Escape | Coping | Imaging | Skill | Compete | Social | Entertain |
|---|
| Social-emotional pattern | 1 | | | | | | | |
| Escape | 0.66 a | 1 | | | | | | |
| Coping | 0.64 a | 0.82 a | 1 | | | | | |
| Imaging | 0.59 a | 0.79 a | 0.79 a | 1 | | | | |
| Skill | 0.59 a | 0.58 a | 0.73 a | 0.81 a | 1 | | | |
| Compete | 0.47 a | 0.64 a | 0.63 a | 0.55 a | 0.51 a | 1 | | |
| Social | 0.46 a | 0.64 a | 0.68 a | 0.68 a | 0.70 a | 0.36 a | 1 | |
| Entertain | 0.36 a | 0.47 a | 0.55 a | 0.57 a | 0.57 a | 0.39 a | 0.73 a | 1 |
a A P-value of ≤ 0.05 is considered statistically significant.
Table 3 shows Pearson correlations between academic-professional gaming patterns and motivations. The associations are positive and significant across the board. The strongest link is with escape (r ≈ 0.64, P < 0.05), while entertainment shows the weakest tie (r ≈ 0.35 - 0.36, P < 0.05). Overall, effect sizes are moderate, ranging from about 0.35 to 0.64, indicating that academic-professional gaming activates multiple psychological motivations. The largest correlation is escape (r = 0.64); the smallest is entertainment (r ≈ 0.35 - 0.36). Across all motivations, correlations span roughly 0.35 - 0.64, with every coefficient reaching statistical significance at P < 0.05. Taken together, the pattern suggests multiple motivations accompany academic-professional gaming, with escape consistently the strongest link. Entertainment-related motivation tends to be weaker, though still significant.
| Variables | Academic-Professional Pattern | Escape | Coping | Imaging | Skill | Compete | Social | Entertain |
|---|
| Academic-professional pattern | 1 | | | | | | | |
| Escape | 0.64 a | 1 | | | | | | |
| Coping | 0.57 a | 0.82 a | 1 | | | | | |
| Imaging | 0.55 a | 0.80 a | 0.79 a | 1 | | | | |
| Skill | 0.54 a | 0.73 a | 0.81 a | 0.76 a | 1 | | | |
| Compete | 0.46 a | 0.65 a | 0.68 a | 0.68 a | 0.70 a | 1 | | |
| Social | 0.44 a | 0.64 a | 0.63 a | 0.55 a | 0.51 a | 0.36 a | 1 | |
| Entertain | 0.35 a | 0.47 a | 0.55 a | 0.57 a | 0.57 a | 0.73 a | 0.39 a | 1 |
a A P-value of ≤ 0.05 is considered statistically significant.
Similarly, escape emerges as the strongest and most consistent correlate across both social-emotional and academic-professional patterns, with mid-to-high effect sizes (approximately r = 0.64 - 0.66) and P-values below 0.05. Coping, imaging, and skill also show meaningful associations, typically in the moderate-to-high range (social-emotional about r = 0.40 - 0.66; academic-professional: About r = 0.55 - 0.64). Entertainment remains weaker but significant, usually in the low-to-mid range (academic-professional: r = 0.35 - 0.36; social-emotional: r = 0.36 - 0.66). In short, higher engagement across gaming domains co-occurs with a broad set of motivations, with escape consistently the strongest driver. To test whether psychological motivations and gaming genres differ among students, we ran ANOVA with Brown-Forsythe corrections (
Table 4).
| Variables and Levels | Social-Emotional Pattern | F | Academic-Professional Pattern | F |
|---|
| Game genre | | 5.417 b | | 8.526 b |
| Puzzle | 18.13 ± 5.79 | | 19.63 ± 5.505 | |
| Action | 25.48 ± 8.82 | | 28.04 ± 7.825 | |
| Strategic | 23.44 ± 5.91 | | 27.00 ± 6.256 | |
| Adventurous | 22.94 ± 5.43 | | 25.13 ± 5.313 | |
| Educational | 23.74 ± 8.43 | | 25.42 ± 7.606 | |
| Simulation | 22.86 ± 6.48 | | 26.14 ± 5.131 | |
a Values are expressed as mean ± SD.
b P ≤ 0.05.
Action games yielded higher usage scores than other genres for both social-emotional and academic-professional patterns. The analysis showed significant differences across genres — puzzle, action, strategic, adventurous, educational, and simulation — with Games-Howell post hoc tests identifying the key contrasts. Specifically, action and strategic genres showed the highest motivation and engagement overall. Puzzle games differed from several other genres in both patterns.
Tukey’s post hoc tests (Appendix 1 in Supplementary File) highlighted genre differences within social-emotional and academic-professional use. In social-emotional use, puzzle games differed from strategic and educational genres; in academic-professional use, puzzle differed from educational, simulation, and adventure genres. Significance was set at P < 0.05.
We used stepwise linear regression (
Table 5) to test whether psychological motivations predict students’ internet gaming usage patterns.
| Step and Variable Added | B | SD | Beta | t | P-Value | Coefficient | R2 |
|---|
| 1 | | | | | | 0.66 | 0.46 |
| Social/emotional pattern | 8.443 | 0.931 | - | 9.067 | 0.001 | | |
| Avoidance | 0.925 | 0.159 | 0.403 | 5.825 | 0.001 | | |
| Coping+motivation | 0.743 | 0.165 | 0.312 | 4.505 | 0.001 | | |
| 2 | | | | | | 0.65 | 0.42 |
| Academic/professional pattern | 12.74 | 0.904 | - | 14.09 | 0.001 | | |
| Avoidance motivation | 1.128 | 0.126 | 0.527 | 8.945 | 0.001 | | |
| Skill+motivation | 0.344 | 0.124 | 0.163 | 2.766 | 0.006 | | |
For social-emotional patterns, avoidance and confrontation together explained about 46% of the variance (R2 = 0.46). The strongest predictors were escape (β = 0.66) and coping (β = 0.40), with age and gender included in the model. For academic-professional patterns, escape and related motivations accounted for about 42% of the variance (R2 = 0.42). The top predictor was escape (β = 0.65), followed by coping (β = 0.53) and skill (β = 0.34). All reported predictors were significant at P < 0.05, indicating that psychological motivations meaningfully explain variance in gaming patterns across both domains.