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Table 2 Results of questionnaire ratings

From: A usability study of a multicomponent video game-based training for older adults

Questionnaires

T2 (n = 20)

T3 (n = 19)

z

p

r

System Usability Scale (SUS)

75.0 (67.5; 87.5)

75.0 (70.0; 85.0)

−0.240

.823

0.04

Game Experience Quesionnaire (GEQ)

 Competence

2.5 (2.2; 2.7)

2.3 (2.2; 3.0)

−0.081

.945

0.01

 Immersion

1.9 (1.5; 2.5)

2.3 (1.5; 2.7)

−0.881

.395

0.14

 Flow

1.3 (0.7; 1.8)

1.0 (0.7; 1.5)

−1.281

.210

0.21

 Tension

0.2 (0.0; 0.5)

0.2 (0.0; 0.3)

−1.279

.229

0.21

 Challenge

1.2 (1.0; 1.5)

1.2 (0.7; 1.5)

−1.455

.157

0.24

 Negative Affect

0.2 (0.0; 0.6)

0.5 (0.2; 0.8)

−3.134

.001*

0.51

 Positive Affect

2.8 (2.4; 3.2)

2.8 (2.0; 3.3)

−0.569

.590

0.09

  1. Data are median values (interquartile range). T2 = after three training sessions (between-measuement), T3 = after training intervention (post-measurement). *p < .05, p-values are exact sig. Two-tailed. T2-T3 differences were evaluated using Wilcoxon signed-rank test (n = 19). An effect size of r = 0.10 indicates a small effect, r = 0.30 a medium effect, and r ≥ 0.50 a large effect [86]. SUS scale ranges from 0 to 100. GEQ scale ranges from 0 = “not at all” to 4 = “extremly”. Two categories of the GEQ (tension, negative affect) have to be evaluated reversely which means a low score is favorable.