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. Author manuscript; available in PMC: 2023 Sep 9.
Published in final edited form as: Health Educ Res. 2004 Jul 14;20(1):61–70. doi: 10.1093/her/cyg103

Table I.

Frequency (%) distribution and mean (SD) level of engagement for each virtual reality vignette exercise (N = 117)

Engagement level Exercise 1a Exercise 2a Exercise 3a
Very low 5 (4.3) 5 (4.3) 3 (2.6)
Low 17 (14.5) 13 (11.1) 11 (9.4)
Moderate 36 (30.8) 41 (35.0) 38 (32.5)
High 34 (29.1) 33 (28.2) 37 (31.6)
Very high 25 (21.4) 25 (21.4) 28 (23.9)
Mean 3.49 (1.1) 3.51 (1.1) 3.64 (1.0)
a

The number beside each performance measure denotes the corresponding vignette exercise (1 = gym bag with stolen sneakers, 2 = invitation to drinking party, 3 = being provoked to fight).