Table 3 Binomial linear regression results including age as a covariate, and problem gambler status, gender, and dataset as factors.

From: Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games

Predictor1

β

Z

Relative risk [95% CI]

p

Age1

− 0.42

− 7.39

n/a2

< 0.001

Gender: female3

0.49

4.65

1.42 [1.23, 1.63]

< 0.001

Gender: non-binary3

1.37

3.10

2.33 [1.44, 3.16]

0.002

Gender: “prefer-not-to-say”3

0.22

0.31

1.18 [0.37, 2.57]

0.757

Gender: other3

− 0.10

− 0.08

0.93 [0.11, 3.18]

0.933

Dataset

0.01

0.02

1.00 [0.86, 1.16]

0.984

Low-risk gambler4

0.09

0.61

1.08 [0.85, 1.35]

0.539

Moderate-risk gambler4

0.55

4.11

1.52 [1.26, 1.82]

< 0.001

Problem gambler4

1.64

11.10

2.88 [2.50, 3.25]

< 0.001

Loot box purchased

0.34

2.39

1.28 [1.05, 1.54]

0.017

  1. 1Age converted to Z-score to generate β.
  2. 2Relative Risk inappropriate for age as a continuous covariate.
  3. 3Comparison group: male.
  4. 4Comparison group: Non-problem Gambler.