Table 1.
Sync | Async | ||
---|---|---|---|
Visuomotor (VM) | Males (n) | 6 | 4 |
Mean ± SD Age | 23 ± 3.7 | 22 ± 2.6 | |
Median Code Previous VR Experience (IQR) | 1(0) | 1(0) | |
Median Code Games (IQR) | 2(0) | 3(0) | |
Females (n) | 5 | 6 | |
Mean ± SD Age | 23 ± 7.1 | 22 ± 1.7 | |
Median Code Previous VR Experience (IQR) | 1(0) | 1(0) | |
Median Code Games (IQR) | 3(3) | 3(1.5) | |
Visuotactile (VT) | Males (n) | 9 | 9 |
Mean ± SD Age | 22.6 ± 4.9 | 22.4 ± 3.17 | |
Median Code Previous VR Experience (IQR) | 2(1.5) | 4(5) | |
Median Code Games (IQR) | 3(2) | 3(3.5) | |
Females (n) | 9 | 9 | |
Mean ± SD Age | 22.3 ± 3 | 21.2 ± 3.19 | |
Median Code Previous VR Experience (IQR) | 4(2.5) | 3(3) | |
Median Code Games (IQR) | 2(1) | 2(1) |
*For each case the total number of participants, mean of ages, median and IQR values for participants’ experience in VR and hours of video games are given. Codes refer to a 1–7 Likert scale. For previous VR experience hours spent playing video games 1 means the least and 7 the most.