While
analyzing the variables’ regression coefficients as
well as their t and R2
values, it is seen that 4th and
5th grade students’ video game addiction rates
may be predicted meaningfully by the variable
“Discouraging Family Relations,” with the highest
contribution; “Spending Time on the Computer,”
with the second highest contribution; and “GPA”
with the least contribution of the three. It is
understood that the variable “Supportive Family
Relations” has no meaningful predictive effect on 4th
and 5th grade students’ video game addiction rates.