Table 2 Binomial linear regression results including all forms of measured game spending as factors, with age as a covariate, and gender and dataset as factors.
Predictor | β | Z | Relative risk [95% CI] | p |
|---|---|---|---|---|
Age1 | − 0.44 | − 7.39 | n/a2 | < 0.001 |
Gender: female3 | 0.35 | 3.45 | 1.29 [1.12, 1.48] | < 0.001 |
Gender: non-binary3 | 1.09 | 2.49 | 2.04 [1.19, 2.92] | 0.013 |
Gender: “prefer-not-to-say”3 | 0.13 | 0.19 | 1.10 [0.36, 2.44] | 0.850 |
Gender: other3 | 0.03 | 0.03 | 1.02 [0.13, 3.22] | 0.979 |
Dataset | − 0.21 | − 1.99 | 0.86 [0.73, 1.00] | 0.047 |
Games purchased | 0.06 | 0.48 | 1.04 [0.87, 1.24] | 0.630 |
Virtual items purchased | 0.15 | 1.00 | 1.12 [0.90, 1.37] | 0.316 |
Downloadable content purchased | 0.27 | 1.93 | 1.22 [1.00, 1.46] | 0.053 |
Loot box purchased | 0.62 | 4.03 | 1.55 [1.26, 1.85] | < 0.001 |