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Table 2 Means, standard deviations, and internal consistencies (n = 285)

From: The validation and reliability of a Japanese version of the Problematic Online Gaming Questionnaire (POGQ-J)

Variable M SDe αf Min Lower quartile Median Upper quartile Max
POGQ-Ja 35.28 12.17 0.91 18 25.00 34.00 43.00 71
Preoccupation 3.79 1.71 0.56 2 2.00 4.00 5.00 10
Immersion 9.72 3.81 0.77 4 7.00 9.00 13.00 20
Withdrawal 6.47 3.16 0.83 4 4.00 5.00 8.00 19
Overuse 6.83 3.01 0.74 3 4.00 6.00 9.00 15
Interpersonal conflicts 3.00 1.54 0.72 2 2.00 2.00 4.00 10
Social isolation 5.46 2.43 0.64 3 3.00 5.00 7.00 15
GAS7-Jb 11.98 4.70 0.79 7 8.00 11.00 14.00 30
IATc 48.09 15.63 0.91 20 36.00 48.00 60.00 91
EQ-5D-5Ld 5.84 1.29 0.55 5 5.00 5.00 6.00 15
Time spent on online gaming (hours) 11.03 13.52 0.05 2.00 5.00 14.50 70
Internet usage time (hours) 683.00 47.75 1 10.00 28.00 50.00 683
Money spent on online gaming (JPYg) 1292.8 5181.69 0 0.00 0.00 0.00 5000
  1. aJapanese version of the Problematic Online Gaming Questionnaire
  2. bJapanese version of the Game Addiction Scale for Adolescents
  3. cYoung’s Internet Addiction Test
  4. dEuroQol 5 Dimension 5-level
  5. eStandard deviation
  6. fCronbach’s alpha
  7. gJapanese Yen