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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