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. 2024 Jun 17;10(12):e32979. doi: 10.1016/j.heliyon.2024.e32979

Table 6.

Post-test results.

Question Question text Response type Results
Q1 Will playing this game improve my confidence in gaming or using the internet? Quantitative response (1–7 on a Likert scale) n = 03 (14 %)
n = 00 (00 %)
n = 00 (00 %)
n = 00 (00 %)
n = 04 (18 %)
n = 04 (18 %)
n = 11 (50 %)
Q2 Do you think people of all ages who are not familiar with online devices or the Internet could play this game? Quantitative response (1–7 on a Likert scale) n = 00 (00 %)
n = 01 (05 %)
n = 02 (09 %)
n = 01 (05 %)
n = 02 (09 %)
n = 06 (27 %)
n = 10 (45 %)
Q3 How did you feel about your experience? 1. Bad n = 00 (00 %)
2. Good n = 10 (45 %)
3. Very good n = 05 (23 %)
4. Excellent n = 05 (23 %)
5. No response n = 02 (09 %)
Q4 What I liked the most about this experience is … 1. Spend time with grandparents/grandchildren n = 12 (28 %)
2. The game n = 09 (21 %)
3. Socializing with others n = 08 (18 %)
4. Ensuring safety during COVID-19 n = 05 (12 %)
5. Exploring creativity and story n = 08 (18 %)
6. No response n = 01 (02 %)
Q5 What I liked the least about this experience is … 1. I liked everything. n = 9 (41 %)
2. Scoring system. n = 4 (18 %)
3. Disagreements. n = 1 (04 %)
4. Computer problems. n = 2 (09 %)
5. Game dynamics. n = 1 (04 %)
6. Others/No response. n = 5 (23 %)
Q6 In this game, when we have been together, it has been different from other times because … 1. Relationship with others




n = 7 (28 %)




2. Remote experience n = 6 (24 %)
3. Game typology n = 1 (04 %)
4. COVID-19 safety measures n = 1 (04 %)
5. Nothing new n = 5 (20 %)
6. No response n = 5 (20 %)
Q7 Are you interested in introducing something new to your gaming experience? 1. Nothing further to add. n = 13 (59 %)
2. Include avatars. n = 01 (04 %)
3. More emotions and categories needed. n = 03 (14 %)
4. Add game dynamics. n = 01 (05 %)
5. No response. n = 04 (18 %)