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. 2014 Oct 4;3(4):252–259. doi: 10.1089/g4h.2013.0074

Table 4.

Mean Self-Reported Ratings for the Six Different “Cyberhero Mobile Safety” Games

  Likeability Applicability Perceived message effectiveness
Game Appeal Engagement Novelty Relevance Impact Effectiveness
“Brain Drain” 3.86 (1.95) 4.00 (1.12) 4.20 (1.69) 3.06 (1.69) 4.54 (1.12) 4.33 (1.18)
“DigiWoog Disaster” 4.40 (0.89) 4.50 (1.41) 3.46 (1.70) 4.13 (1.31) 4.43 (1.25) 4.27 (0.94)
“Public Garden” 3.33 (1.53) 3.17 (2.04) 2.93 (1.77) 2.80 (1.99) 3.33 (1.76) 4.10 (1.52)
“The Spy Who Texted Me” 4.50 (0.58) 4.11 (1.17) 4.14 (1.03) 3.14 (1.41) 3.55 (1.64) 4.41 (0.94)
“Tech Zombies” 3.50 (1.00) 4.10 (1.37) 3.56 (1.63) 3.88 (1.31) 3.60 (1.81) 4.33 (1.63)
“Woogi Who” 4.80 (0.45) 4.43 (0.79) 3.28 (1.84) 4.00 (1.54) 4.40 (1.18) 4.38 (0.96)
Overall for “Cyberhero Mobile Safety” games 4.11 (1.25) 4.08 (1.32) 3.54 (1.66) 3.54 (1.56) 4.01 (1.51) 4.31 (1.09)

Data are mean (standard deviation) values.