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Table 2 Results of questionnaire ratings

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

QuestionnairesT2 (n = 20)T3 (n = 19)zpr
System Usability Scale (SUS)75.0 (67.5; 87.5)75.0 (70.0; 85.0)−0.240.8230.04
Game Experience Quesionnaire (GEQ)
 Competence2.5 (2.2; 2.7)2.3 (2.2; 3.0)−0.081.9450.01
 Immersion1.9 (1.5; 2.5)2.3 (1.5; 2.7)−0.881.3950.14
 Flow1.3 (0.7; 1.8)1.0 (0.7; 1.5)−1.281.2100.21
 Tension0.2 (0.0; 0.5)0.2 (0.0; 0.3)−1.279.2290.21
 Challenge1.2 (1.0; 1.5)1.2 (0.7; 1.5)−1.455.1570.24
 Negative Affect0.2 (0.0; 0.6)0.5 (0.2; 0.8)−3.134.001*0.51
 Positive Affect2.8 (2.4; 3.2)2.8 (2.0; 3.3)−0.569.5900.09
  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.
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