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. 2017 Oct 27;7:14227. doi: 10.1038/s41598-017-14620-5

Table 1.

Experimental Design and Distribution of Participants for Experiments 1 (VM) and 2 (VT).

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.