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 |