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.