Table 1.
Demographics and preferred gaming aspects of respondents.
| Parameters |
|
|
Totala, N=497, n (%) |
| Gender |
|
|
|
|
|
Male |
|
187 (37.6) |
|
|
Female |
|
307 (61.8) |
| Year of study |
|
|
|
|
|
Year 1 |
|
134 (27.0) |
|
|
Year 2 |
|
115 (23.1) |
|
|
Year 3 |
|
126 (25.4) |
|
|
Year 4 |
|
122 (24.5) |
| Interest in playing |
|
|
|
|
|
Not interested |
|
40 (8.0) |
|
|
Interested |
|
450 (90.5) |
|
|
|
Weak interest (n=450) | 293 (65.1) |
|
|
|
Strong interest (n=450) | 157 (34.9) |
| Paid for in-game items |
|
|
|
|
|
No |
|
379 (76.3) |
|
|
Yes |
|
118 (23.7) |
|
|
|
Own allowance (n=118) | 101 (85.6) |
|
|
|
Own income (n=118) | 20 (16.9) |
|
|
|
Parents’ money (n=118) | 13 (11.0) |
| Reward system |
|
|
|
|
|
Score |
|
65 (13.1) |
|
|
Experience points |
|
90 (18.1) |
|
|
Item granting |
|
42 (8.5) |
|
|
Resources |
|
23 (4.6) |
|
|
Achievement system |
|
60 (12.1) |
|
|
Feedback messages |
|
5 (1.0) |
|
|
Plot animations & pictures |
|
38 (7.6) |
|
|
Unlocking mechanism |
|
112 (22.5) |
| Game setting |
|
|
|
|
|
Science fiction |
|
67 (13.5) |
|
|
Historical |
|
39 (7.8) |
|
|
Fantasy/medieval/mythic |
|
253 (50.9) |
|
|
Modern |
|
117 (23.5) |
|
|
Others |
|
2 (0.4) |
| Game storyline |
|
|
|
|
|
War |
|
50 (10.1) |
|
|
Heroic/saving humanity |
|
61 (12.3) |
|
|
Spy/secret agent |
|
99 (19.9) |
|
|
Adventurer |
|
147 (29.6) |
|
|
Authentic pharmacy-related plot |
|
119 (23.9) |
|
|
Others |
|
5 (1.0) |
| Game perspective |
|
|
|
|
|
2D |
|
221 (44.5) |
|
|
|
2D top-down, (n=221) | 158 (71.5) |
|
|
|
2D side-scrolling (n=221) | 63 (28.5) |
|
|
3D |
|
270 (54.3) |
|
|
|
3D first-person (n=270) | 147 (54.4) |
|
|
|
3D third-person (n=270) | 123 (45.6) |
| Game style |
|
|
|
|
|
Competitive |
|
147 (29.6) |
|
|
Cooperative |
|
160 (32.2) |
|
|
Collaborative |
|
182 (36.6) |
| Game scenario |
|
|
|
|
|
A (authentic simulation) |
|
209 (42.1) |
|
|
B (post-apocalyptic fantasy) |
|
287 (57.7) |
a Percentages may not add to 100% due to missing data or multiple responses.