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. 2017 Jun 30;5:e3508. doi: 10.7717/peerj.3508

Table 3. Comparative motivational and usefulness perceptions of pre-pilot and post-pilot surveys (5-point Likert scale: 1[strongly disagree] to 5[strongly agree]).

HC MCI AD TOTAL HC rate increase (%) t-student MCI rate increase (%) t-student AD rate increase (%) t-student TOTAL rate increase (%) t-student
[pre] to play VG 1 2 1 1 Rate = 40%
t = 0.005
Rate = 20%
t = 0.183
Rate = 40%
t = 0.252
Rate = 40%
t = 0.0004
[post] to play more VG 3 3 3 3
[pre] motivation to play VG 1 3 2 1 Rate = 50%
t = 0.021
Rate = 0%
t = 0.215
Rate = 20%
t = 0.092
Rate = 40%
t = 0.001
[post] more motivation to play VG 3.5 3 3 3
[pre] useful CVG 3 4 4 3.5 Rate = 30%
t = 0.028
Rate = 0%
t = 0.319
Rate = −10%
t = 1
Rate = 10%
t = 0.041
[post] useful CVG 4.5 4 3.5 4
[pre] useful CVG for you 2.5 4 4 3 Rate = 20%
t = 0.155
Rate = 0%
t = 0.495
Rate = −10
t = 0.495
Rate = 20%
t = 0.249
[post] useful CVG for you 3.5 4 3.5 4
[pre] to use ICTs 3 3 1 1.5 Rate = 10%
t = 0.654
Rate = 20%
t = 0.391
Rate = 20%
t = 0.130
Rate = 40%
t = 0.151
[post] to use more ICTs 3.5 4 2 3.5
[post] VG easier than tests 5 4 3.5 4
[post] VG more engaging than tests 3.5 4 4 4
[post] VG more ecological than tests 5 4 3.5 4
[post] VG less intrusive than tests 4 3 3 4

Notes.

VG
video game
CVG
video game for cognitive assessment

Rows [2:5] express median value by cognitive group; rows [2:9] express statistical differences by rate of increased and paired samples t-test.