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. 2016 Jun 2;5(2):e81. doi: 10.2196/resprot.5423

Table 3.

Changes in mean score of usefulness of Second Life among completers improved from baseline to follow-up (N=11).

Usefulness Baseline completers scorea, mean Follow-up completers scorea, mean P value
"A virtual world could be useful in managing my health" 2.82 2.27 .051
"A virtual world could be useful for social interaction" 2.55 1.91 .046
"A virtual world could be useful to me" 2.60 2.40 .55
"Using a virtual world could improve the quality of my life" 2.80 3.10 .47

aMean score based on a 1 (strongly agree) to 5 (strongly disagree) scale.