Table 1.
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