
Internet use pattern of subjects and initial score of rating scales
Boys (n=7) | Girls (n=10) | |
---|---|---|
Time being spent for Internet use (hours/day) | ||
<2 | 1 (14.29) | 5 (50.00) |
2<−<4 | 3 (42.86) | 2 (20.00) |
4<−<8 | 3 (42.86) | 2 (20.00) |
>8 | - | 1 (10.00) |
Peak time of Internet usage | ||
After school-Evening | 1 (14.29) | 6 (60.00) |
Evening-Midnight | 2 (28.57) | 2 (20.00) |
Midnight-Daybreak | 1 (14.29) | - |
All day long (If have a chance) | 3 (42.86) | 2 (20.00) |
First time of playing computer game (age) | 8.5 (2.07) | 8.3 (2.31) |
The date being addicted to Internet | ||
Immediately after Internet use | 4 (66.67) | 2 (22.22) |
6 month after Internet use | - | 1 (14.29) |
2 year after Internet use | 2 (33.33) | 6 (66.67) |
Main usage | ||
MMORPG | 4 (57.14) | 3 (30.00) |
RTS | 2 (28.57) | |
FPS | 1 (10.00) | |
Other contents besides Internet games (chatting or websurfing) | 1 (14.29) | 6 (60.00) |
IAS | 60.2 (13.4) | 60.3 (13.2) |
CDI | 25.6 (2.1) | 25.7 (3.2) |
SAI | 43.4 (6.2) | 35.2 (7.2) |
TAI | 49.9 (3.0) | 47.7 (3.5) |
Data present number (percent) or mean (standard deviation). CDI: Children’s Depression Inventory, FPS: first person shooting, IAS: Young’s Internet Addiction Scale, MMORPG: massive multiplayer online role playing game, RTS: real-time strategy, SAI: State Anxiety Inventory, TAI: Trait Anxiety Inventory