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. Author manuscript; available in PMC: 2023 Nov 1.
Published in final edited form as: Rehabil Psychol. 2022 Jul 21;67(4):474–483. doi: 10.1037/rep0000458

Table 1.

Characteristics of the Study Participants (N=26)

Variable Name Total (n=26)
N (%)
Intervention (n=14)
N (%)
Control (n=12)
N (%)
p
Age * 12.96 (3.27) 14.00 (3.09) 11.75 (3.17) 0.08
Sex
  Males 16 (61.64%) 8 (57.14%) 8 (66.67%) 0.70
  Females 10 (38.46%) 6 (42.86%) 4 (33.33%)
Race:
  White 20 (76.92%) 11 (78.57%) 9 (75.00%) 0.81
  Black 5 (19.23%) 3 (21.43%) 2 (16.67%)
  Other 1 (3.85%) 0 (0.00%) 1 (8.33%)
Ethnicity:
  Non-Hispanic 25 (96.15%) 14 (100.00%) 11 (91.67%) 0.46
  Unknown 1 (3.85%) 0 (0.00%) 1 (8.33%)
Traumatic Brain Injury Severity
  Complicated Mild 9 (34.62%) 4 (28.57%) 5 (41.67%) 1.00
  Moderate 3 (11.54%) 2 (14.29%) 1 (8.33%)
  Severe 13 (50.00%) 7 (50.00%) 6 (50.00%)
  Missing 1 (3.85%) 1 (7.14%) 0 (0.00%)
Glasgow Coma Scale * 9.04 (4.72) 8.62 (4.59) 9.50 (5.02) 0.65
Video Gaming Experience
  Never 2 (7.69%) 2 (14.29%) 0 (0.00%) 0.48
  A little bit 3 (11.54%) 1 (7.14%) 2 (16.67%)
  Sometimes 7 (26.92%) 4 (28.57%) 3 (25.00%)
  Often 7 (26.92%) 5 (35.71%) 2 (16.67%)
  Always 6 (23.08%) 2 (14.29%) 4 (33.33%)
  Missing 1 (3.85%) 0 (0.00%) 1 (4.00%)
Total number of minutes spent in VR * 31.43 (15.87) 34.17 (14.05) 28.45 (17.83) 0.40
*

Mean (Standard deviation) for continuous variables